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
Medical Train ramps have no collision.
Some heavy weapons have no shouldering animation.
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
Vehicles:
90T-v “Nemesis”
Class: Assault Tank
Faction: Colonial
With immense off-road capabilities, the 90T-v “Nemesis” is a highly versatile armoured vehicle. While it may not boast the defensive capabilities of its more heavily armoured cousins, the “Nemesis” shatters enemy formations with its deadly 68mm cannon and auxiliary grenade launcher. This unique vehicle earned its namesake on its first deployment during an expedition in the Alliant Union. A Nevish Alliance armed convoy was crossing through wetlands, when a 90T-v wave assaulted the convoy from between the reeds and murky terrain.
Gallagher Brigand Mk. I
Class: Cruiser Tank
Faction: Warden
The first of Colm Gallagher’s mid-sized tanks, the Brigand is a true brute on the battlefield. Not quite as sturdy as its younger siblings, the Brigand compensates with higher mobility, which, when paired with a mounted machine gun and 30mm repeater cannon, is a deadly force in any armour division. Seeing his hometown sundered at the hands of the Swords in a border skirmish before the onset of the Boreal Wars, Gallagher grew fixated on engineering a versatile yet sturdy tank. The Brigand was the result of his fixation.
BMS Stowheel
Class: Small Box Car
Faction: Neutral
A simple boxcar used for transporting common goods.
BMS Bloodtender
Class: First Aid Car
Faction: Neutral
This unique train car has been specially fitted with medical equipment and a mounted machine gun, making it ideal for transporting injured soldiers away from active battlefields to the safety of hospitals. When stationary, the BMS Bloodtender may also be used as a mobile first aid centre to treat wounded soldiers so long as supplies remain plentiful.
Infantry Equipment:
Incendiary Mortar Shell
Class: Mortar Ammo
Faction: Neutral
An incendiary payload used with mortar tubes. Will ignite objects near impact.
“Dawn” Ve.II
Class: Anti-Tank Rifle
Faction: Colonial
A three-round burst anti-tank rifle with a high-capacity magazine. Built from a modified “Dusk” assault rifle, the receiver has been altered to support top-loaded twin-drum magazines for better stability and efficient loading to account for its more cumbersome design and higher calibre rounds.
“Quickhatch” Rt.I
Class: Sniper Rifle
Faction: Colonial
A deadly, long-range sniper rifle with exceptional stopping power. The “Quickhatch” is a gluttonous firearm that hungers for enemy armour and flesh alike.
Booker Greyhound Model 910
Class: Anti-Tank Rifle
Faction: Warden
A variant of the Booker Storm Rifle, the Greyhound boasts a larger overall receiver and barrel to accommodate the increased stopping power of anti-tank rounds. Its longer, bulkier barrel allows for increased range. As a heavier automatic rifle, the Greyhound remains an excellent tool for those who’d prefer to shoot before asking questions.
228 Satterley Heavy Storm Rifle
Class: Storm Rifle
Faction: Warden
While the Satterley is designed to be operated by a single infantryman, it remains a cumbersome rifle due to its heavy kickback and burst fire configuration. This heavy burst rifle is best suited for small squads to blindside enemy armour, stripping steel with ease, but its cumbersome setup makes it less than ideal for infantry skirmishes.
B2 Varsi Anti-Tank Grenade
Class: Anti-Tank Grenade
Faction: Warden
A compact anti-tank grenade that can be fired from rifle grenade launcher attachments or grenade turrets. Its dense payload excels at crippling armoured vehicles while being versatile and easy to transport.
Eleos Infantry Dagger
Class: Melee Weapon
Faction: Colonial
Standard-issue Mesean military dagger. Its long, slender blade excels in close-quarters combat as well as a plethora of uses in everyday operations.
Falias Raiding Club
Class: Melee Weapon
Faction: Warden
A heavy mace constructed from solid wood and dotted with lead rivets. Commonly used when raiding entrenched positions in close quarters where firearms are less effective and an old-fashioned bludgeoning is better suited for the job.
KRF1-750 Dragonfly
Class: Shotgun
Faction: Colonial
A short-range firearm that has origins in both sport shooting and bird hunting. Its long stock and sturdy undercarriage give the Dragonfly stability and control that make it a worthy companion to many Kraunian soldiers deployed in urban centres. Dismantling haphazard barricades and clearing tight rooms are paltry tasks for the KRF1-750 Dragonfly.
No.4 The Pillory Scattergun
Class: Shotgun
Faction: Warden
A hunting shotgun with a sawn-off barrel for higher stopping power and mobility at the expense of accuracy. This traditional civilian firearm can fire two shots in rapid succession before needing to be reloaded. It became a favourite sidearm among Caoivish Watchers and has since earned quite an ominous reputation as a result.
Crow’s Foot Mine
Class: Explosive Charge
Faction: Neutral
Anti-infantry minefield that deliver a fatal payload to unsuspecting soldiers. Placed over a large area.
Structures:
Crate Transfer Station
This facility is for storing crates of equipment manufactured at nearby factories.
Infantry Arms Factory
A factory that specializes in manufacturing weapons and small arms used primarily by infantry.
Medical Room (Tier 1/2/3)
A medical bunker used to treat critically wounded soldiers at the front line.
Prepared Minefield
A prepared area for creating anti-tank and anti-infantry minefields.
Crow’s Foot Minefield
Anti-infantry minefield that deliver a fatal payload to unsuspecting soldiers. Placed over a large area.
Abisme AT-99 Minefield
Anti-tank minefield designed with a heavy payload for disabling enemy vehicles. Placed over a large area.
New Features
Players, Field Weapons and Emplacements hidden by bushes or the night shroud are revealed briefly if they fire their weapon.
Players enclosed in a vehicle will not see these things be revealed when they fire.
Melee Mechanics:
The Falias Raiding Club and Eleos Infantry Dagger are able to perform three actions, all of which cost stamina:
Quick Attack: a quick swing, dealing less damage but costing less stamina.
Charged Attack: a swing that requires charging up. Deals more damage, breaks through blocks, but costs more stamina and has a constant stamina drain.
Block: a block that negates incoming quick attacks, causing the blocked attack to consume double stamina. Applies a constant stamina drain and can be broken by a charged attack.
Bayonets also have quick attacks and charged attacks, but cannot block. The bayonet has a high stamina cost to use but can now be used whilst sprinting.
Punching has a low stamina cost.
Players hit by a melee attack whilst low on stamina will be knocked to the ground, making them an easy kill.
Infantry can save Loadouts of items at Bases for one-click assembly.
Hit scan weapons such as infantry weapons and machine gun mounts will now automatically correct the height of the aim line to clear obstacles such as cover, trench walls, and sandbags when targeting enemy infantry.
Vehicles can now become muddy in Rainstorms.
Muddiness adds to the mass of a vehicle as a vehicle drives through puddles.
Mud will visually appear on the vehicles as the vehicle gets muddier.
Driving on ground that is not covered by a puddle will reduce the muddiness of the vehicle.
Muddy players and vehicles can reduce their mud by being splashed by water from a Water Bucket or Fire Engine.
Bunker Garrisons now have unique husk models.
These husks are as tall as their constructed forms, obstructing the line of sight for any defences that might be behind the husks.
Crates produced or stored at Facilities become Disassembled Crates.
Disassembled crates cannot be submitted to Bases. They must be submitted to a Storage Depot or Seaport to remove their disassembled state.
Added a search bar to the Map that can be used to search for locations around the world.
Tripods and Havoc Charges can now be placed inside roofed structures.
Dev Branch Specific Gameplay Changes
Reverted changes to Bunker Garrison placement rules.
Reverted subsequent balance changes.
Reverted changes to Howitzer Garrison retaliation rule.
Removed new Concrete Material recipes in the Coal Refinery.
Mines are concealed beyond 35m.
Mine arming delay of 3 seconds added.
Prepared Minefields can be repaired anywhere along their spline.
Prepared Minefield build sites can now be demolished.
AI AT rifle fire reverted to live behaviour.
Items missing from the stockpile are greyed out on the loadout preview to communicate the shortage.
Gameplay Changes
Stamina:
Encumbrance no longer impacts the top speed of the player when sprinting unless the player is over encumbered. Encumbrance increases the rate stamina is drained and reduces the rate stamina is regenerated.
The bonus speed the player used to receive when at a low encumbrance has been removed, reducing the maximum possible speed of players.
Dev Note: The impact of these changes is running around with little equipment won't give the player a large manoeuvrability advantage like it used to. However, most equipment loadouts will now allow the player to sprint at higher speed than previously, allowing for dashes from one place to another.
Weapons will now take time to shoulder before they can be fired dependent on how much stamina the player has.
High or full stamina will shoulder the weapon near instantly, the same as previously.
Lower stamina values will take up to one second to shoulder for most weapons.
When stamina is consumed it begins to regenerate after a delay.
Stamina regeneration is reduced when the player is suppressed.
As the amount of stamina the player has decreases, the player's speed decreases.
Dev Note: This is an existing mechanic, but it's worth noting with the context of the other changes.
Suppression:
12.7mm weapons now reduce the accuracy of suppressed players. This will impact infantry and exposed structure/vehicle crew.
20mm weapons cause heavy suppression, suppressing vehicle gunners similarly to how suppression works on infantry and also reducing the accuracy of the suppressed crew.
20mm no longer interacts with vehicle penetration, always applying mitigated damage and stripping armour. Subsystems can no longer be disabled by 20mm nor can Large Leaks be created.
AT Grenades now strip vehicle armour.
Green Ash:
When engulfed by a Green Ash cloud, the player's stamina will begin to drain. Once the stamina is drained the player begins receiving damage.
Green Ash no longer causes bleeding or staggers the player.
Wearing a Gas Mask will reduce the player's stamina regeneration, but also reduce the weight of the Gas Mask.
Medical Revamp:
Medical buildings now have a Stockpile for medical equipment and can act as a spawn point.
Critically Wounded Soldiers inside a medical building can be converted to Soldier Supplies or, if left at an allotted bed, can act as spawn uses for those with their spawn set at the building.
Field Hospitals, Medical Rooms, and Hospitals produce different amounts of Soldier Supplies or spawn uses.
Players will enter the wounded state more often as many actions and player states would previously result in the player instantly dying if lethally shot.
Pulling the pin on a grenade and then dying or becoming wounded does no longer stops the grenade from exploding.
Vehicles that are over-encumbered are unable to tow trailers.
The Abisme AT-99, along with its new anti-infantry counterpart the Crow’s Foot Mine, can be placed individually as they could previously or placed within a Prepared Minefield.
Minefields can consist of up to 10 mines. Each mine can be independently detonated.
Repairing Minefields will replace detonated mines.
Minefields cannot be dismantled with a Wrench.
Minefields do not deactivate after 48 hours (individually placed mines still do).
The Abisme AT-99 is now a Large Item.
Foundation placement is more restrictive vertically when placing on land.
Bunkers being upgraded will now block players from walking inside.
Balance Changes
Stagger, the slowdown effect caused by taking damage, has been reviewed. Players will now take stagger proportional to the damage received.
Dev Note: The impact of this change is players will reach the maximum amount of stagger from less sources.
Shotguns have been revisited. Shotguns will no longer spray a wide area and deal low damage at all but the closest range, instead shotguns will fire a more focused shot that will deal high amounts of damage.
The KRF1-750 Dragonfly is a primary, close-medium range shotgun with decent stopping power and a six-round capacity. This shotgun can reliably two-shot enemies.
The No.4 The Pillory Scattergun is a secondary, sawn-off double-barrel shotgun allowing it to fire in quick succession and giving it the potential to one-shot, at the cost of frequent reloading and a short effective range.
All vehicle gunners are now impacted by stability similar to infantry.
Rotating the turret or moving the vehicle with reduce the accuracy of the gun.
Exposed gunners can be suppressed by 12.7mm or 20mm.
Enclosed gunners can be suppressed by 20mm.
Vehicle cannons that fire multiple shots will have a stability cost per shot, similar to infantry weapons.
Vehicle encumbrance has been aligned with infantry encumbrance. The way vehicles, such as trucks and LUVs, impacted by encumbrance handle will feel slightly different but overall speeds should feel the same.
Infantry Equipment Balance
Bomastone Grenade throw range reduced from 14.5m to 12m.
A3 Harpa Fragmentation Grenade
Throw speed at max range increased slightly.
Throw range reduced from 13.65m to 11m.
BF5 White Ash Flask Grenade
Throwing speed at max range reduced by 20%.
Throwing range reduced.
Damage reduced from 350 to 300
Now strips vehicle armour.
Mammon 91-B throw range reduced from 10m to 9m.
Green Ash
Throw speed at max range reduced slightly.
Throw range reduced from 12m to 11m.
Emitting duration increased by ~50%.
PT-815 Smoke Grenade
AI engagement range through smoke reduced.
AI maximum fire rate through smoke reduced.
AI time to reach full fire rate through smoke reduced.
Recipe added to the Infantry Arms Factory.
All Mortar weapons can now use Incendiary Mortar Shells.
Vehicles and Structures with Mortars have had their Designated Ammo Slot inventories adjusted to accommodate this new shell.
20mm, 12.7mm and 7.92mm weight increased.
20 Nevile Anti-Tank Rifle weight reduced slightly.
ARC/RPG damage increased from 600 to 675.
Catara mo.II, "Dusk" ce.III, Aalto Storm Rifle 24, and Booker Storm Rifle Model 838
Equipped movement penalty removed.
Cost increased from 165 Basic Materials to 15 Refined Materials.
Crate size increased from 10 to 20
Gunner's Breastplate
Melee damage reduction reduced from 75% to 50% to better align with the melee mechanic changes.
Crate size increased from 3 to 5.
Cost increased from 100 to 150 Basic Materials.
Velian Flak Vest
Crate size increased from 5 to 10.
Cost increased from 100 to 200 Basic Materials.
Alligator Charge damage increased from 300 to 400
Hydra's Whisper
Damage increased from 350 to 550
Damage is distributed more evenly across the impacted area, improving mine clearing capability.
Havoc Charge Detonator damage increased from 1850 to 1950
“Typhon” ra.XII improved stability per shot. Range increased to 45m.
BF5 White Ash Flask Grenade has had its bonus to track vehicles reduced.
AT Rifles, but not Sniper Rifles, can fire from Barges.
Vehicle Balance
All tanks, except Battle Tanks and Super Tanks, have had their fuel consumption increased by 50%, and their fuel tank size increased by 100L.
All Ambulances have had their top speed reduced slightly.
Dunne Leatherback 2a health increased from 1000 to 1250
Dunne Loadlogger 3c and R-5 "Atlas" Hauler have had their top speed reduced and handling adjusted to match to the Dunne Transport and R-1 Hauler.
AC-b “Trident” static turn rate improved by ~40%.
Nakki static turn rate reduced by ~20%.
Armoured Cars
All Armoured Cars have had their health increased slightly.
T3 "Xiphos", O'brien V. 110, and T5 "Percuito" repair costs are now 100 Basic Materials.
O'brien V. 121 Highlander repair cost increased from 115 to 120
O'brien V. 101 Freeman and O'Brien V.190 Knave reverse speed increased slightly.
T12 "Actaeon" Tankette and AB-11 "Doru" MGs now have 5m of fall-off distance to be consistent with similar MGs.
HC-2 "Scorpion"
HC-2 "Scorpion" is now the base vehicle with a cost of 100 Refined Materials.
Designated Ammo Slot capacity reduced from 60 to 25.
HC-7 "Ballista" track subsystem disable chance has been reduced slightly.
Silverhand Chieftain - Mk. VI track subsystem disable chance has been reduced slightly.
King Spire MK-I turret turning speed has been increased by 20%.
85K-a "Spatha" high velocity modifier reduced from 20% to 10%.
86-Ka "Bardiche"
Cannon ammo capacity increased from 1 to 2
Firing duration decreased from 2 to 0.8s.
Reload duration increased from 3.5 to 4.5s.
Repair cost increased from 170 to 200 Basic Materials.
Inventory size reduced from 3 to 2
86K-c "Ranseur" firing duration decreased to 0.5s, allowing for rapid fire.
Gallagher Outlaw Mk. II
Is now a variant of the Gallagher Brigand Mk. I
Reload speed decreased from 5.5 to 5s.
Added a high velocity modifier of 20%.
Gallagher Highwayman Mk. III
12.7mm Turret
Maximum accuracy possible reduced slightly.
Turret rotation speed increased by ~43%.
20mm Turret no longer has a LV modifier.
Gallagher Thornfall MK. VI
Firing duration decreased to 0.8s, allowing for rapid fire.
Cost reduced from 10 Steel Construction Materials to 45 Processed Construction Materials and 15 Assembly Materials III.
85V-G "Talos" cost reduced from 5 Steel Construction Materials to 15 Processed Construction Materials and 15 Assembly Materials III.
Lance-25 "Hasta"
Designated Ammo Slot capacity increased from 8 to 12.
Removed reverse speed penalty.
O'Brien V.130 Wild Jack changed from 10 Processed Construction Materials to 10 Construction Materials.
H-19 "Vulcan" cost reduced from 35 to 8 Processed Construction Materials.
Flood Juggernaught Mk. VII reduced from 55 to 45 Steel Construction Materials.
T5 “Percutio” Ammo slot increased from 20 to 25
GA6 “Cestus” Low Velocity penalty is removed.
Duncan’s Coin 20mm Low Velocity penalty is removed. High Velocity bonus added to 25%.
Light armour mitigations has been increased to 35% against weapons using Anti-Tank Rifle Ammo.
General Balance
Explosive Powder
Refinery ratio reduced from 10:1 to 5:1
Assembly time reduced from 7.5 to 3s.
Crate size increased from 20 to 40
Refining time reduced from ~15 to ~8s.
Maximum refined amount increased from 6000 to 12000
All Explosive Powder costs doubled.
Mortar Shrapnel Shell Explosive Powder cost increased from 15 to 20
Mortar Flare Shell Explosive Powder cost increased from 10 to 15
120mm
Factory High Explosive Powder cost increased from 5 to 10
Facility High Explosive Powder cost increased from 1 to 2
150mm
Factory High Explosive Powder cost increased from 40 to 60
Facility High Explosive Powder cost increased from 8 to 12
300mm High Explosive Powder cost increased from 24 to 30
Materials Factory Maintenance Supply Recipe
Salvage cost increased from 100 to 150
Production time increased from 25 to 40s.
All Railway Tracks and Small Gauge Railway Tracks
Health reduced from 750 to 500.
Armour changed, reducing damage mitigation from High Explosive damage.
Stationary Harvester (Components) cost increased from 175 Construction Materials to 45 Processed Construction Materials.
Several items have had their weights increased or reduced to be consistent with similar items. Some notable changes are:
Raw materials have had their weight increased slightly.
Liquid have had their weights reduced to match Diesel.
Secondary weapons have had their weights reduced.
Grenades have had their weights reduced.
Item Crates have had their weights increased slightly.
Stationary Harvester (Components) Excavator Damaged Components cost decreased from 6L to 3L of Heavy Oil.
Field Bridge, Field Pier, Sandbag Cover, and Barbed Wire damage mitigation from Explosive and High Explosive damage increased.
Field Pier health reduced from 2000 to 1500
Observation Bunker Base Upgrade renamed to Support Bunkers.
Added Medical Room (Tier 1/2/3) to this tech.
Reduced the requirement to unlock this tech.
Tech requirement increased in subsequent tech.
Dev Note: The overall time to tech Concrete Structures, Deployment Point, and Advanced Bunkers is unchanged, the tech requirement just compensates for the reduction in time to tech Support Bunkers.
AOE-9 Rocket Platform repair cost increased 150%.
Dev Branch Specific Balance Changes
Infantry Equipment Balance
Falias Raiding Club and Eleos Infantry Dagger crate size increased from 10 to 20
Green Ash
Stamina drain increased.
Damage increased from 20 to 50 per tick.
Incendiary Mortar Shell ability to ignite improved.
228 Satterley Heavy Storm Rifle
Cost changed from 5 Construction Materials to 3 Processed Construction Materials.
Crate size increased from 3 to 5.
Maintenance Supply recipe power cost reverted back to live value.
Stagger from being hit has been generally increased.
Melee weapons now cause increased stagger.
Infantry Mines will now kill a player upon detonation instead of wounding them.
Infantry Mine explosion radius reduced by 25%.
Machine Guns have had their suppression improved to reduce the targets stability.
Vehicle Balance
90T-v “Nemesis” can now drive over Trenches.
Gallagher Brigand Mk. I MG
Accuracy decay from movement reduced.
Maximum accuracy improved.
All vehicles with MGs have had stats tweaked slightly, impacting how they handle whilst moving.
Dev Note: This is to make the MGs handle a bit more reasonably. This is not a buff from the live versions.
BMS - Packmule Flatbed movement speed more whilst encumbered more closely matches the live game version.
90T-v “Nemesis” reverse speed increased by 10%, and off road modifier improved by 10%
HC-7 "Ballista" recipe has been moved from the Field Station modification to the Tank Factory Modification.
Ambulances speed increased when encumbered.
Map Changes
Wire fences and their metal gates, found in areas such as south of The Foundry, Umbral Wildwood, can now be run over.
A pass for restricting climbing areas on unintended areas has been done over the whole world.
Hospital locations have been reviewed. Some have been relocated, removed, or moved to different layers.
The Clahstra:
Adjusted the mountain east of Third Chapter.
Deadlands:
The road leading to the Railway Bridge east of Callahan's Boot has been removed.
Heartlands:
Wooden posts found south-west of Loftmire can now be run over.
Other Changes
Encumbrance tooltip found in the player's inventory or some vehicle inventories has been updated.
Renamed the tooltip to Weight.
Encumbrance now refers specifically to the impacts of having incurred more weight than the player can handle unimpeded.
Muddiness is now noted in this tooltip for vehicles.
Improved the logic for vaulting, reducing the times where vaulting fails when an object should be vault-able.
Spacebar can now be held to repeatedly attempt vaulting.
The Squad Leader compass arrow will now be shown at long distances, not just when the Squad Leader is nearby.
Added water splash VFX for grenades and projectiles.
Shooting the Havoc Charge and Havoc Charge Detonator no longer counts as friendly fire damage.
Removed the "Emote" prefix from emotes now that they have their own category in the keybinds menu.
The Soldier Supplies icon and associated button icons have been updated.
All items and structure tooltips now have subheadings to them (like "Rifle" on the Loughcaster).
Added more context to Team Kill messages.
Pipeline (Overhead)
Icon has been updated.
Placement can be started if one of the two vertical segments is on a Foundation.
This allows the Pipeline (Overhead) to be constructed over roads much more easily.
The Shift+E Context Menu
The menu no longer reorganises as interactables come in and out of range.
When an interactable becomes unreachable, it is greyed out until it comes back into range.
A limit of 10 interactables can be displayed at one time.
Container colours are reflected in their icon in this menu for easier identification.
Improved the collisions on Trench Connector (Tier 3) when placed on slopes.
Structure Shippables can no longer be placed in the Field Modification Center
Large Materials are no longer have actions restricted by friendly fire restrictions.
Added hit SFX and VFX for the Buckhorn CCQ-18.
Updated mine deactivation tooltips.
Punching SFX have been updated.
Emplacement House map icon has been updated.
Updated the recoil animation of the Niska Mk. II Blinder.
Grenades no longer obstruct infantry's movement once they have stopped moving.
Added unique animations for equipping, gripping, reloading, and firing shotguns.
Tooltip updated for Anti-Tank Rifle suppression.
Added shouldering animations for heavy launchers.
Dev Branch Specific Bugs
General Bugs
Fixed some crashes.
Abisme AT-99 does not block the construction of Trenches.
Some 20mm weapons are using the wrong tracer colour.
Abisme AT-99 and Crow’s Foot Mine can be placed inside one another.
The aim line for grenades and The Ospreay persists after being unequipped.
Abisme AT-99 and Crow’s Foot Mine cannot be placed on bridges.
Minefields are concealed if the start point is beyond the night shroud, even if the rest of the Minefield is within the player's vision.
Minefields are revealed beyond 35m range when using Binoculars.
The weapon shouldering animation speed isn't adjusted after stamina recovers.
Shotguns are not updated in the Home Regions.
Prepared Minefields can go over their expected maximum health.
Minefields cannot be demolished.
Havoc Charge Detonator can be trigged with explosives.
"Typhon" ra.XII is missing a qualifier for its extra armour damage like other 20mm weapons.
B2 Varsi Anti-Tank Grenade subheading calls it an "AT Grenade" instead of "Anti-Tank Grenade"
228 Satterley Heavy Storm Rifle subheading calls it a "Storm Rifle" instead of an "Assault Rifle"
Abisme AT-99 and Crow's Foot Mine can be placed on wet sand.
Abisme AT-99 and Crow's Foot Mine float slightly when stockpiled in a Material Transfer Station.
Tripod weapon mounting can be obstructed when overlapping the mount area for another structure.
The Squad Leader's arrow points to the Squad Leader's corpse when they die.
Water Buckets and hoses apply damage.
Booker Greyhound Model 910 bullets face the wrong way on the model.
Players are forced to walk at a crouching speed while standing if stamina is exhausted by blocking.
Players are unexpectedly turned 90 degrees when hitting things with a melee weapon.
Aim line ends prematurely when throwing grenades.
A Prepared Mine Field will not lose mines proportional to its health if all damage is applied to one section.
No.4 The Pillory Scattergun can not be fired from the commander seat of vehicles.
AT Rifle tracers are green.
Structure Bugs
Crow's Foot Mine description refers to the mine as a 'minefield'.
Rebuilding a destroyed Emplacement House causes ammo to no longer stack.
Infantry Arms Factory husk is obstructed from being reconstructed if the CV is positioned on certain sides of the structure.
Field Hospital and Medical Room (Tier 1/2/3) refers to itself incorrectly in its UI as a Hospital.
Vehicle Bugs
Gallagher Brigand Mk. I MG has a delay to firing successively.
Vehicle muddiness icon is slightly larger than the other vehicle status icons.
CV right tread does not have the build site material applied when being placed.
Submarines do not trigger Sea Mines.
Bug Fixes
General Bugs
Players are sometimes "not allowed to fire from this location" in Trenches.
Some Tripod and Emplacement weapons do not fire their projectiles towards the cursor when the height is too high or too low above the weapon.
Pressing Give Up whilst being carried by another player causes the player's camera to fall into the ground.
Transferring a shippable to a vehicle then assembling another shippable opens said vehicle's inventory instead of the crane's.
Refuelling message states the vehicle is refuelling from the "nearest" source despite this no longer being a requirement.
Unequipping a weapon plays the SFX at the end of the action, not at the start.
The Refresh Reservation tooltip description does not mention Facilities or Foundations.
Players can package or unpackage shippables whilst holding a Large Item, hazardously flailing said Large Item about.
Players are unable to aim at objects on the surface of water bodies.
Some player activity contributions are calculated incorrectly.
The map can be zoomed out beyond the expected bounds.
Players mounted to Field Weapons or Emplacements can be detected with a weapon's aim line when hidden in the night shroud.
The player's animations become desynched for when using Sniper Rifles at long ranges.
Azimuth and range are shown over the map screen when the player is mounted on any artillery.
The chat window closes under various circumstances.
Some Build Ghosts are rotated 90° when selected from the build menu.
Artillery gunners exiting their weapon sometimes causes Howitzer Garrison retaliatory fire to end prematurely.
Artillery craters can spawn under water.
Structure Bugs
Many structures are restricted from being placed on a surface type that should be valid.
Machine Gun Garrison (Tier 2) icon has some faded lines on it.
Stationary Harvesters can receive decals inappropriately.
Metalworks Factory collisions extend out too far, obstructing Pipeline placement.
Storage Room (Tier 2/3) do not produced VFX when destroyed.
Vehicles overhanging the basin of the Dry Dock when a Large Ship begins repairing are deleted, instead of obstructing repair.
Field Hospital placement is too lenient, allowing them to clip into the ground or float egregiously.
Attempting to remove a Squad Reservation on a structure with an expired Reservation does not produce a failure message.
Some Facilities do not check for obstructions before being modified, causing players to get stuck if standing in the wrong spot.
Interacting with the Seaport at specific ranges opens the Seaport UI but does not allow interaction.
Rebuilding the Diesel Power Plant or Power Station causes the buildings to continue to consume resources even when there is no power demand.
Vehicle Bugs
Large Ship drivers are visible on map intel, unlike other vehicles.
O-75B "Ares" shoots multiple shots from the same barrel in some cases.
Dunne Caravaner 2f collision is too large.
Silverhand - Mk. IV has one exhaust not producing smoke.
H-10 "Pelekys" aim line starts further in front of the end of the barrel than expected.
Fissura gd.I mounted on vehicles with mounts not facing forward result in the grenades firing in a different direction from where the player is aiming.
Some ships are able to sail under destroyed bridges.
Water can be collected between rooms through the doors of the Conqueror.
Water can be bailed through some walls of the Nakki.
Field Weapon gunners movement inputs causes the gunner to wiggle about.
Submarines can load torpedoes, and reverse the engine, by wrenching through the wall.
Vehicle tier is not communicated when packaged and carried by another vehicle.
Map Bug Fixes
Numerous maps are missing water or kill volumes beneath them, causing the player to fall forever.
Both Home Regions:
Several signs incorrectly refer to Build Sites as "Blueprints".
Colonial Home Region:
A few Warden weapons are under the tables at the Shoot Range.
Warden Home Region:
The Ferro 879 is on the tables at the Shooting Range instead of the Ahti Model 2.
Ashfields:
A tree in Ashtown obstructs the movement of Trains.
Callahan's Passage:
There is a stuck spot between the walls of of Overlook Hill and some bushes.
Deadlands:
Terrain nickelling north of Iron's End under the train cars.
The western Abandoned Ward bridge has a stone wall clipping inside of it.
There are many visual issues with the roads in the Region.
Endless Shore:
There are dips in the terrain north-west and south of Sídhe fall.
Fisherman's Row:
Some driftwood on the beaches have collisions inappropriately.
Great March:
Remnant Villa Safe House is clipping into the ground.
Several stone walls are underground.
Heartlands:
Props clip through the Greenfield Orchard Storage Depot.
Howl County:
Snowstorm ice sticks through the Great Warden Dam.
Linn of Mercy:
There are several stuck spots throughout the Region.
Oarbeaker Isles:
A random rock obstructs boat movement in the waters east of Fort Fogwood.
Origin:
Some bushes are floating around Finis.
The mountain east of Teichotima has excessive collisions.
Reaver's Pass
Two Garrisoned Houses clip egregiously into one another in Keelhaul.
Speaking Woods:
There are some stuck spots along the rocks south of Limestone Holdfast.
Stonecradle:
There is a stuck spot on the south side of The Long Fast bridge.
Tempest Island:
Some trees are floating on the main Tempest Island.
Road surface type incorrectly obstructs placement of some structures.
Terminus:
Pre-Placed Tracks in Therizó have obstructed movement when travelling east.
Viper Pit:
There is a stuck spot between some rocks north of Blackthroat.