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 Dev Branch update.
New Content
30-250 “Tisiphone” Field Cannon
Class: Field Mortar
Faction: Colonial
The 30-250 “Tisiphone” Field Cannon is mobilized destruction incarnate. An infantry unit armed with these mortar cannons signals imminent devastation to enemy structures and emplacements.
Carnyx Anti-Tank Rocket Launcher
Class: Anti-Tank RPG
Faction: Warden
Allows infantry to bombard armoured vehicles from safe distances. This anti-tank rocket launcher is surprisingly light when compared to its contemporaries. Its weight is a double-edged sword, as firing heavy anti-tank ordinance requires a Carnyx operator to prepare for heavy recoil.
Legion Vexillum
Class: Mounted Equipment
Faction: Colonial
To plant a Vexillum of the Colonial Legion is to claim victory for the Mesean Republic. For the End is Our Glory.
War Ensign
Class: Mounted Equipment
Faction: Warden
The Warden Ensign is a death mark for Caoiva’s enemies. Those who choose to ignore our warning will find that their bravery is misguided.
Infantry Kit Factory modification: Heavy Ammo Workshop
This workshop addition allows for manufacturing Heavy Ammo used by tanks and infantry heavy weapons.
Added a new Garrisoned House type to southern regions.
New Features
The camera can be rotated with the Rotate Camera bind (MMB default) whilst aiming a weapon.
Added a cooldown for requesting an invite to a Squad, and for receiving an invite to a Squad.
Added Multi Item Slots. This slot can hold a stack of pre-defined items that can be viewed in the slot's tooltip.
Critically Wounded Soldiers can now be submitted to locked Ambulances.
Players can now vault whilst holding a wounded player.
Vehicles and their inventory contents restored by anti-griefing measures now produce a log in the Region Event Log and relevant Stockpile Logs.
Added a Global Events Log. This log records sensitive events across all regions for your faction, currently just vehicle lost logs.
Added Squad Officer rank to Squads. Squad Officers can request to reassign the Squad Leader to themselves. This can help with instances where the Squad Leader role gets stuck on an AFK player.
Squad Officers can be assigned to Squad members in a Squad by a Squad Leader.
Active Squad Officers are prioritised for Squad Leader reassignment when a Squad Leader leaves the Squad or goes offline.
Added an option to Loadouts for Auto-Submitting Starter Kit.
Added the ability to edit Loadout assembly modifiers on existing Loadouts.
A player's Steam profile can now be viewed through the RMB context menu.
Gameplay Changes
Simulated character movement has been reworked and should result in visibly smoother movement for other visible characters. This does not apply to your currently controlled character.
Stacked liquid items now properly contributed their weight to the weight of the vehicle they're in.
Dev Note: Previously stacks of liquids would only attribute the weight of one item to the vehicle.
BMS Foreman Stacker can no longer be Demolished whilst carrying a Shippable.
Enemy static bases, such as Town Halls or Relic Bases, can no longer be repaired.
Trailers no longer accumulate mud.
Added Windsocks and Listening Kits to the Material Pallet, Material Transfer Station, BMS Linerunner, and Storage Room stockpiles.
Type C - "Charon"
Added raised shields to the sides of the ship.
Reorientated the Tripod mounts to face further forward.
Items stockpile in Transfer Stations can be assembled at an accelerated speed.
Shotguns will no longer hit the vehicle the player is occupying.
The Dry Dock and Water Pump require a valid build tool to have their build sites placed.
Balance Changes
RR-3 "Stolon" Tanker and Dunne Fuelrunner 2d reduced 25 inventory slots to 1 Multi Item Slot that can hold 35 of any liquid.
Concrete Mixer:
Input limit reduced from 32000 to 2400
Output limit reduced from 1600 to 120
Rooster - Tumblebox
Listening Kit capacity has been reduced from 30 to 20 to be consistent with similar items.
Sandbag capacity has been increased from 32 to 48
Type C - "Charon"
Top speed increased by ~8%.
Turning rate greatly improved.
90T-v “Nemesis” disable threshold increased from 20% to 30% of the max health.
Shotguns:
Shotgun damage falloff mechanics have been aligned with other small arms weapons.
KRF1-750 Dragonfly
Shot size increased by ~11%.
New effective range is 20m.
New maximum range is 30m.
No.4 The Pillory Scattergun
New effective range is 10m.
New maximum range is 25m.
Infantry Kit Factory (previously Infantry Arms Factory)
The Falias Raiding Club and the Eleos Infantry Dagger have been moved to the Factory.
Added all uniforms to the Infantry Kit Factory.
Dev Note: Uniforms can still be made at the Factory too.
H-10 "Pelekys" and Niska Mk. II Blinder gunner's stability is now similar to the 68mm gunner of the Silverhand - Mk. IV.
Improved the carrying power of R-12 - "Salus" Ambulance, R-12B "Salva" Flame Truck, Dunne Responder 3e and Dunne Dousing Engine 3R.
Dev Note: This change comes in conjunction with the change to liquid stacking calculations.
Green Ash crate size increased from 5 to 10
Dev Branch Specific Balance Changes
30-250 “Tisiphone” Field Cannon
Movement speed has been reduced slightly.
The firing arc has been reduced to be similar to the Balfour Falconer 250mm.
Carnyx Anti-Tank Rocket Launcher
The user must now be crouched or behind cover to fire.
Basic Material cost increased from 115 to 125
Map Changes
Deadlands:
Climbing restrictions applied to rocks directly north of Abandoned Ward.
An Abandoned Ward point of interest has been updated.
Morgan's Crossing:
Border area with Stlican Shelf has had some visuals updated.
Stlican Shelf :
New points of interest have been added.
Weathered Expanse:
Border area with Stlican Shelf has had some visuals updated.
Other Changes
Structure, Stockpile, and Region Event Logs now persist through server restarts.
Polished the aim line and player character for players occupying Garrisoned House and static Base windows.
Added a note to the tooltip of Small Gauge Train Cars noting that the passenger seats can submit items to build sites or stockpiles.
Added a tooltip to the map screen explaining what the map shows and noting useful keybinds.
Added new animations and poses on the Nakki and AC-b “Trident” for operating the ballast, sonar seat and the periscope seat.
Updated the map legend sort order, attempting to keep things similar to the original sort order but also keep certain map icon types together.
Trailers now appear next to one another in stockpiles.
Added unique animations to the Sledge Hammer when crouching or proning. No more Mortar Slegde Hammer.
Added an underside to the R-12 - "Salus" Ambulance and R-12B "Salva" Flame Truck.
Added "Thank You" to the Callouts Menu.
This will be a localised way of saying "Thank You" to other players once there is a localisation patch.
Improved the crater visuals for Prepared Minefields.
Improved explosion VFX for the Abisme AT-99 and the Crow’s Foot Mine.
Added a note to the tooltip of the BMS - Scrap Hauler that it can disarm enemy mines.
Added music to the Credits screen.
Updated Foxhole build site and collision.
Vehicle tier and reservability status is now visible when interacting with structures with said vehicle.
Chat Settings Menu:
Added a header.
Added a tooltip listing the available chat commands.
Several build menu icons have been updated to improve quality and consistency.
The Infantry Arms Factory has been renamed to the Infantry Kit Factory, and its description has been updated.
The Region list now show icons for recently offline players and players who have recently transferred region. Regiment lists also show icons for offline players and players who are active in other parts of the world.
Dev Branch Dev Note: The offline players are now separated again from online players in both the region and regiment lists.
Updated the RMB Context Menu:
Updated the text layout.
Better aligned the volume bar with the other icons.
Added a unique icon for Facility recipe information to distinguish it from a help tooltip.
Updated Construction Materials and Processed Construction Materials description.
Improved World Resource Mine collisions.
Optimisations
Optimised server-side replication of equipped items and in-use structures to reduce impact on the server.
Optimised replication of map posts to reduce client bandwidth usage.
Optimised uniform replication to improve server performance.
Optimised the PhysX representation of structure meshes and collisions to improve performance.
Optimised client-side performance when terrain is modified, or when coming into replication range of structures that modify terrain such as Trenches and Bunkers.
Optimised foliage removal to improve performance when coming into replication range of an area with many removed pieces of foliage.
Optimised how structures that use splines, such as Railway Tracks, are configured to improve performance.
Optimised the structure modification system to improve performance when moving through structure-dense areas, such as dense Trench and Bunker networks.
Optimised structures that use animated meshes to reduce their impact on server performance.
Optimised some rifle smoke VFX to improve client performance.
Stance handling logic was reworked to fix potential stance desync and other issues.
Optimised character movement replication when mounted on vehicles.
Optimised several vehicles with high vertex counts.
Dev Branch Specific Bug Fixes
Bane 45 crate cost was reduced from the live values.
Movement Bugs:
Observed players moving on-top of structures stutter.
Observed players animate their stance change if they were observed, became hidden and changed stance, then were again observed.
Observed players based on a vehicle stutter as the vehicle rotates.
Observed players stutter whilst vaulting.
Observed vehicles driving over foxholes and trenches pitch and roll clumsily.
Pipes created by Facility modifications do not transfer liquids through them.
Submitting a Large Item to a build site does not produce an SFX.
Some Items remain floating in a player's hands after being unequipped or dropped.
Trees devastated by artillery sometimes have no collision.
Picking up a wounded player who is laying on a structure causes the name to be offset from said player.
A wounded player sometimes stops replicating the movement of the player carrying them.
The text bar is not initially focused on when opening the Map Post creation prompt.
The F1 player list columns are out-of-line with the column headers.
Cyclists have been petrified (characters aren't animated whilst cycling).
Submarine Sensor Operators animate as rebolting a rifle when using the sonar.
RR-3 "Stolon" Tanker and Dunne Fuelrunner 2d cannot retrieve liquids from the Refinery in some circumstances.
BF5 White Ash Flask Grenade is called "Anti-Tank Grenade".
Rotating whilst prone with the Sledge Hammer equipped causes the Sledge Hammer to clip into the ground.
The Intel Center's rotation becomes desynchronised after a server restart.
The Blumfield LK205 and BMS - Aquatipper have a larger turn radius than expected.
There is a delay for movement inputs when initially exiting a vehicle from a passenger position.
Wounded players have their stance and movement locked after being carried and then revived by a Trauma Kit.
Carried wounded player's name tags don't move smoothly as the player is moved.
Storage Rooms cannot stockpile the War Ensign.
Bug Fixes
General Bugs
Collisions of removed foliage are not removed in some cases.
Two rock assets have inaccurate collisions.
Puddle decals clip through Trenches and Bunkers in some cases.
Blood decals can sometimes appear stretched across the ground.
Storage Boxes cannot be accessed whilst carrying a wounded player.
Firing some burst weapons whilst crouched or prone would cause the character to twitch briefly.
Voice chat push-to-talk input cancels if being held whilst the player switches to the respawn screen.
Large Item weapons can be reloaded whilst being carried.
Clients with outdated graphics drivers can crash when attempting to get monitor resolution.
Textures look jagged the underside of 150mm ammo.
The player's head goes through the Bane 45 whilst reloading.
An error message would appear erroneously when assembling items from a stockpile too quickly.
Snowy brown rock texture incorrectly displayed as a snowless grey rock.
There is a grammatical error on the A0E-9 Rocket Platform help tooltip.
Abisme AT-99 explosion craters float above the ground.
Fully automatic weapons do not adjust their crosshair height to be level with the player whilst aiming at the ground from a crouched or prone position.
Bane 45 aim line does not start at the end of the barrel.
Callahan is spelt as "Callhan" in the description of a statue in Abandoned Ward. Disgraceful.
The !coords command does not display in some chat channels.
Puddles cannot be removed with a Shovel.
Some southern rocks have their cull distance set too low.
Players can punch whilst swimming.
Structure Bugs
Some Bulwark pieces have collisions that make vaulting inside the piece difficult or impossible.
Bunker infrastructure that is connected to a Bunker Base's by its ramp do not contribute to said Bunker Base's Base Upgrade requirements.
Emplaced Weapon interaction hints would display when they shouldn't in some cases.
Unpackage Loading Area Equipment does not work in some cases, and is missing from some relevant structures.
Gates cannot be placed over World Railway Tracks.
The Abisme AT-99 and the Crow’s Foot Mine cannot be placed on some bridges.
Upgrading a Trench Emplacement can get players stuck inside the upgrade site in some cases.
Fuel Silos cannot be built on gentle slops where it would be expected.
The damaged states of the Field Hospital do not accumulate snow during a snowstorm.
Colonial players that die whilst mounted in a structure leave behind a Warden backpack.
Tripods and Havoc Charges can be placed on top of other Tripods and Havoc Charges respectively.
Medical Rooms (Tier 1/2/3) are invulnerable to friendly fire.
The Prepared Minefield is incorrectly titled "Mine Field", unlike the other minefields.
Tripods are not destroyed when the structure they're placed on is destroyed.
Damaged boats are sometimes unable to repair if other boats are near to the Shipyard.
Several types of Bunker do not kill players inside of them when destroyed.
The intel cone of the Observation Tower is misaligned with the true intel collection area.
Bunker (Tier 3) and Bunker Corner (Tier 3) ground trim has no collision.
Factory destroyed collision adjusted.
World Resource Mine destroyed models are missing concrete slabs present on the constructed versions.
Abisme AT-99 Minefield explosions leave floating craters.
Trench Connectors have holes players can become stuck in when placed to certain extremes.
There are issues attempting to vault over the Machine Gun Garrison (Tier 1/2).
Some Garrisoned Houses have collisions that obstruct firing at some expected angles.
Vehicle Bugs
Aegis Steelbreaker K5A and O'Brien Warsmith V.215 collisions do not align with the corners of the car.
Field Weapons can be fired from within Bunkers.
Balfour Wolfhound 40mm
Wheels rotate when reloading.
The barrel is mistimed with the gunner animation in the reload animation.
Vehicles retrieved from the BMS - Bowhead cannot be submitted back to the BMS - Bowhead without a crane.
BMS - Longhook
Missing handles on one of the beds.
AI turret is facing the wrong direction.
Trailers cannot be packaged easily on the BMS - Aquatipper.
Large Ships take damage when nearby bridges are destroyed.
Some wheels on all Colonial Half-Tracks do not animate.
Blacksteele antennae textures become distorted when rotated.
BMS Bloodtender
Some textures on the MG look complete when the vehicle is being constructed.
Vehicles can drive onto some parts of the train car.
Stockpile is deleted if the train car is packaged.
The commander on the Noble Widow MK XIV and the Noble Firebrand MK. XVII cannot be wounded.
20mm turrets on vehicles do not use 20mm impact VFX.
74b-1 Ronan Gunship steering wheel turns in the wrong direction.
The commander's hands move when closing the hatch on the Gallagher Thornfall MK. VI and the Gallagher Highwayman Mk. III.
Vehicles inside of the BMS - Bluefin cannot be repaired if the BMS - Bluefin is damaged.
The turning circle of Warden Half-Tracks is bigger than expected.
The turning circle of the Colonial Half-Tracks is smaller than expected.
Some tank commanders move very slightly when their hatches close.
BMS Overseer Sky-Hauler b
Build site is too low to the ground.
Lights do not turn on when the driver seat is occupied.
Drummond 100a antennae detaches from its base when driving.
Map Bug Fixes
Several maps are missing one resource field.
Callahan's Passage:
There is a small hole in the landscape along the Marban Hollow border.
Some trees are floating south of Cragstown.
The Clahstra:
Some ships can become stuck on underwater rocks west of Weephome
Deadlands:
Removed legacy destroyed tree assets.
Farranac Coast:
Some trees and bushes obstructed the road heading west out of Huskhollow.
The Fingers:
Fort Barley is clipped into the ground.
Godcrofts:
A hacksaw is floating above the ocean.
Great March:
Players can become stuck inside a destroyed church south-east of Sitaria.
Heartlands:
Terrain floats along the Great March border.
Marban Hollow:
Some rocks have no collisions along the Deadlands border.
The Moors:
There is a stuck spot along rocks north of Luch's Workshop.
Several areas around the map obstruct construction unexpectedly.
Speaking Woods:
Structures are obstructed unexpectedly along the north road of Sotto Bank.
Stema Landing:
There are bushes inside a Garrisoned House in Alchimio Estate.
Stlican Shelf:
Briar Coastal Gun is out-of-range of the Relic Base.
Reaver's Pass:
There is a stuck spot on rocks north of Scuttletown.
Tempest Island:
Some rocks along the south coast of the Tempest Island cause boats to become stuck when sailed over.
There is a tree inside a Garrisoned House in The Iris.
Terminus:
Some Garrisoned Houses have doors blocked by props in Therizó.
Umbral Wildwood:
Resource nodes overlap a minor road at Adze Crossroad.
Some trees are floating east of The Foundry.
A barn is floating slightly in Hermit's Rest.
Viper Pit:
There is a stuck spot along the east side of the Serenity's Blight's northern bridge.
Westgate:
Some trees are floating south of Lost Partition.