Update 61 Dev Branch Released
- Clapfoot
- 20 hours ago
- 15 min read
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
Fires (visually) continue to burn until you hit it with your hammer.
Tripod weapon position changes on firing ports when you upgrade the fort.
Large Structure Foundation does not conceal the roof during intermediary construction phases.
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
Vehicles:
O’Brien v.200 Squire
Faction: Warden
The second full iteration of Conor O’Brien’s storied Armoured Car designs, the Squire serves as a reinforced rocket platform. The squire—designed to play a support role for larger assault operations with its rocket battery platform—is easy to reposition and provides operators and nearby infantry with more protection than might be afforded by a standard utility vehicle.
Items:
Remex Garb
Faction: Colonial
Standard-issue uniform for sailors in the Velian branch of the Republic Coastal Legion. Dressed for practicality, Velian Remiges are second to none at keeping ships in tip-top condition while wading through water levels that would see most men praying for a swift death.
Gentleman’s Peacoat
Faction: Warden
Seamen of the Caoivish Naval Command are always prepared to operate at the highest levels, even in frigid, northern waters. Every Warden sailor’s readiness paints a portrait of life or death; thus, cold-weather outerwear is an essential part of every CNC gentleman’s kit.
Structures:
Large Structure Foundation
A structural foundation for the building of Storm Cannons, Intelligence Centers, Weather Stations, and Underground Fortresses.
Artillery Shelter Room (Tier 2/3)
A sheltered bunker that improves the resistance against artillery of adjacent bunkers at the cost of structural integrity.
Trench Intersection (Tier 1/2/3)
A dugout that's used for cover and as an intersection between Bunkers and Trenches.
AT Gun Garrison (Tier 1)
An entrenched AT gun manned by stationed troops.
Artillery Garrison (Tier 1/2)
An entrenched Artillery manned by stationed troops.
Observation Bunker (Tier 1)
A radio bunker that provides intel to friendly units about the surrounding area. Equipped with binoculars that give occupants a greater field of view.
Hard Point
A defensive position that blocks movement in one direction.
Fire Suppression Room (Tier 2/3)
A bunker with a mechanical station that will automatically spray water in the event of a fire. Includes a pipe connection.
New Features
The backpacks of drowned players now float on the water's surface.
Firing Ports now have a mount for Tripod weapons.
Flamethrowers and fire now causes suppression.
Flamethrower weapons hitting a structure will suppress said structure, similar to other weapons.
A structure that is on fire will become suppressed when the fire becomes large enough.
Gameplay Changes
Pipe system fluid mechanics have been reworked and rebalanced.
Connected Pipelines and Liquid Silos (formerly Fuel Silo) will now form one singular pipe system that allows connected structures to interact with its contents.
Adding Pipelines and Liquid Silos to a pipe system increases its capacity, which allows structures to continue to operate more consistently than before.
Liquid throughput is no longer limited by distance.
Some Facility structures have been tuned to output the same amount of liquid as before, but in smaller batches to prevent production stalls.
Liquid Silos and Pipeline Valves now support insulation, and can freeze during high intensity snow storms.
Bunker Changes
Structural Integrity has been renamed Breachable Health.
Breachable Health for all Bunker tiers has been unified. All Bunkers should now have the same breachable health. Their respective health values have been changed to maintain the general toughness of the structures.
Tier 1 Bunkers have had their health reduced and their breachable health increased.
Tier 2 Bunkers have had their health increased, their breachable health is largely unchanged, and their resistances have been improved.
Tier 3 Bunkers have had their health increased and their breachable health reduced.
There is now a breachable health bonus for making more compact bunkers.
Structural integrity information when in the Hammer's upgrade mode has been replaced with Breachable Health information.
Adding new pieces to a Bunker, or upgrading an existing piece, shows a predicted change in breachable health.
Bunker AI Garrisons can now be placed beside each other, but this will have an adverse effect on the breachable health bonus.
Bunkers can now have individual sections breached, allowing players to enter inside.
Breached Bunkers can only be rebuilt or filled in when the connected pieces are at 100% health.
If a Large Structure, like the Storm Cannon, is breached on any piece, the entire 3x3 structure it is based on is destroyed.
Bunker Base pieces cannot be breached.
If multiple Artillery Garrisons (formerly Howitzer Garrisons) are hit by an artillery piece, only one will return fire. Each successive hit will activate another impacted Artillery Garrison.
Certain weapons, such as the Havoc Charge, are more capable at breaching structures.
Bunkers can no longer be upgraded into Bunker Corners.
Bunker Power Changes
Pipes have been removed. Power can no longer be moved around a Bunker network, instead power is now shared across a Bunker, but cannot be moved to other Bunkers.
Engine Rooms have been modified to work like Facilities; a production order can be placed to generate Reserve Power.
Reserve Power is stored within the Engine Room and then used to power structures within the Engine Room's Bunker.
Each Engine Room can store 100 Reserve Power and adds to the total capacity of Reserve Power for the whole Bunker.
Engine Rooms can be upgraded to accept a Facility Power Line connection to convert MW Power into Reserve Power.
Only one Power Line connection is required for the whole Bunker to be connected to a Facility power network.
Engine Rooms can now be placed within the 3x3 base of a Large Structure.
Bunker Base Upgrades
Concrete Structures infrastructure has been removed. Concrete Trenches and Bunkers can now be built without a Base Upgrade requirement.
Bunker Garrison Base Upgrade requirement, excluding Artillery Garrisons, are now divided by tier rather than by type.
Dev Note: Rifle, Machine Gun, and AT Gun Garrisons are unlocked at the same time rather than unlocking Rifle and Machine Gun Garrisons, then AT Gun Garrisons.
Support Bunkers has been split into Support Bunkers (Tier 1 & Tier 2) and Support Bunkers (Tier 3)
Engine Rooms, Storage Rooms, Bunker Hearths, and Artillery Shelters have been added to Support Bunkers infrastructure.
The progress required for unlocking the Garrison and Command infrastructure has been rebalanced to accommodate the above changes.
Early War Changes
Early War Bunker Tech Bonus
At the start of a war Bunkers inside of friendly territory will be provided a bonus to Bunker Tech activity to help initial defensive lines be constructed.
This bonus will decrease as it is consumed, ensuring both sides have the same defensive advantage regardless of population, or other factors.
Added a tooltip to the Bunker Base screen showing when the bonus is in effect.
Updated the Bunker Base help tooltip.
The amount of neutral territory at the start of wars will be increased.
Adjusted starting supplies in bases:
Mammon 91-B quantity reduced from 100 to 25
Basic Materials quantity increased from 2000 to 3000
Added 100 Shovels.
Added 300 Sandbags and Barbed Wire.
BMS - Universal Assembly Rig and BMS - Class 2 Mobile Auto-Crane can no longer be constructed at Town Bases, and are instead constructed at either the Garage or a Small Assembly Station.
Added 30 BMS - Universal Assembly Rigs and BMS - Class 2 Mobile Auto-Crane in logistic town stockpiles, and 10 at non-logistic town stockpiles.
BMS - Universal Assembly Rigs and BMS - Class 2 Mobile Auto-Crane MPF crate quantity increased from 3 to 5
Large Structures now require a Large Structure Foundation to be constructed using Shippables, similar to the A0E-9 Rocket.
Shipyards are now assigned to the faction of the subregion they are in. They are now neutral if their subregion is neutral rather than being assigned to the closest owned base.
Regiments now have a member limit of 2000
Friendly fire no longer contributes to AI suppression.
Tier 3 Garrisoned Houses, Town Bases, and Relic Bases now shoot 30mm ammo at vehicles.
The Anti-Tank Pillbox
The ammo fired is now unified with the regular 20mm ammo, causing suppression and stripping armour, but dealing less damage to vehicles than it did previously.
Infantry are now also valid targets.
Type C - "Charon" and 74b-1 Ronan Gunship are no longer restricted from repairing with Hammers at sea.
Added the ability to assemble Loadouts from the Field Hospital, Hospital, and BMS Bloodtender.
Added slots for the Hammer, Ferro 879, and Ahti Model 2 along with a Submit Starter Kit button.
Balance Changes
Bunker Balance
All Tier 2 Bunkers have had their resistance to Explosive, High Explosive, and High Explosive Incendiary damage increased from 25% to 35%.
AT Gun Garrison (Tier 2/3) firing speed ramp up time increased.
O'brien V. 101 Freeman and O'Brien V.190 Knave have had their engine power increased slightly to allow them to climb the steepest inclines that all other vehicles can climb.
250mm
Added a modifier to increase the chance that a Bunker becomes breached.
Damage reduced from 1000 to 800
300mm
Added a modifier to increase the chance that a Bunker becomes breached that is rolled regardless of Breachable Health.
Damage increased from 1500 to 3000
Can now cause Large Leaks to Large Ships.
Cost increased from 30 High Explosive Powder and 4 Construction Materials to 2 Unstable Substances and 10 Assembly Materials IV.
Tech has been moved to Facilities (Tier 2).
A0E-9 Rocket Platform and Intel Center range increased from 2000 to 2500m
Tempest Cannon RA-2
Rare Alloys cost increased from 6 to 100
Added a Thermal Shielding cost of 45
Rocket Artillery
Rycker 4/3-F Wasp Nest
Min range increased to 350m.
Max range increased to 450m.
Niska-Rycker MK. IX Skycaller
Min range increased to 275m.
Max range increased from 350m.
T13 "Deioneus" Rocket Battery
Min range increased to 350m.
Max range increased to 400m.
R-17 "Retiarius" Skirmisher
Min range increased to 375m.
Max range increased to 500m.
DAE 3B-2 "Hades' Net"
Min range increased to 300m.
Max range increased to 575m.
King Jester - Mk. I-1 reworked to use Shatter Missile for short-range Bunker breaching.
Ammo capacity reduced from 6 to 4
Reload time increased from 3.5 to 5s.
The vehicle must deploy before firing.
Reverse speed reduced.
Cost increased from 20 Processed Construction Materials to 5 Steel Construction Materials.
Tech has been moved to Facilities (Tier 3).
The accuracy of each platform has been adjusted accordingly.
3C-High Explosive Rocket damage increased from 350 to 425
KRF1-750 Dragonfly
Max range reduced from 20 to 17m.
Max reachability reduced from 30m to 25m.
Stability gain rate reduced by ~28%.
Firing time reduced from 1.5 to 1.2
Magazine size reduced from 6 to 5
Weight increased by 75%
Crate cost increased from 110 to 130 Basic Materials.
Quantity per crate reduced from 20 to 15
Crate production time Increased from 100 to 150s.
No.4 The Pillory Scattergun
Max range reduced from 10m to 7m.
High velocity damage reduced.
Crate size reduced from 20 to 15
Crate production time Increased from 60 to 100s.
AC-b “Trident” and Nakki
Leak repair cost increased from 85 to 100 Basic Materials.
Chance to gain a leak when hit increased.
Cost increased from 12 Naval Hull Segments and 12 Naval Shell Plating to 15 Naval Hull Segments and 15 Naval Shell Plating.
Conqueror and Blacksteele cost decreased from 15 Naval Hull Segments and 15 Naval Shell Plating to 12 Naval Hull Segments and 12 Naval Shell Plating.
Hydra's Whisper detonations decreased from 5 to 3. Overall damage output is unchanged.
90T-v “Nemesis” wheel skirts can now also be hit to disable the track subsystem.
BMS - Bowhead assembly time for items, vehicles, and structures improved.
KRR3-792 Auger stability lost from moving reduced.
KLG901-2 Lunaire F
Crate Refined Material cost reduced from 30 to 15
Quantity per crate reduced from 10 to 5
Gallagher Thornfall MK. VI Processed Construction Material cost increased from 45 to 60
Fissura gd.I can now hold either 16 of the following grenades; Tremola Grenade GPb-1, PT-815 Smoke Grenade, or, Green Ash.
Firing Port now costs 1 Metal Beam to construct.
Unstable Substances and Rocket Manufactory have been moved to Facilities (Tier 2) tech.
A0E-9 Rockets still have a separate tech entry.
Type C - "Charon" speed increased by ~7%.
Hit Registration Changes
Added a new hit-registration algorithm for hit-scan weapons such as Rifles and SMGs:
The server now accounts for the latency of the shooting player when attempting to hit a target.
Server-side hit tests will now better match what the shooting player saw when they took their shot, reducing the need for players to lead their shots based on latency.
The limits on how far back in time we rewind are quite small, to balance favouring the shooter over the target.
Increased maximum interpolation threshold to avoid jittery movement when servers are under heavy load.
Map Changes
Stlican Shelf:
Thornhold Relic Base moved ~100m south.
Added a new town, The Pale House, at the Searing Blind crossroad.
Terminus:
Removed the Shipyard east of the Therizó Seaport to allow proper passage of trains.
Other Changes
Bunker and Trench improvements
The size of dirt along the outside of Bunker and Trenches has been reduced, reducing cases where a constructed Bunker or Trench obstructs the placement of other structures.
Improved terrain-cutting algorithm for Bunker Corners and Trench Connectors, reducing their overall footprint to reduce obstruction of other structures.
Added a Liquid category that contains structures such as Pipelines and the Liquid Transfer Station.
The Fuel Silo has been renamed to Liquid Silo.
Improved the visibility of 20mm impact VFX.
Facility Map Posts will now expire more slowly.
Observation Bunker (Tier 2/3) description updated to note the spotter seat.
The Demolish button has been removed for the Storage Room (Tier 2/3) as it could not be used in practice.
Dev Note: The Demolish button is still present in the Upgrade Menu for the Storage Room.
Some button icons have been adjusted to better fill the button area.
Added unique SFX for the 90T-v “Nemesis”.
Water thrown from the Water Bucket into a body of water impacts the surface and causes a splash.
Added unique active SFX to the Infantry Kit Factory.
Adjusted the firing SFX for the Catena rt.IV Auto-Rifle.
Updated the Chat Settings help tooltip to mention that replying to private messages can be done with Backspace when the chat is unfocused.
Trench Sandbag modification visuals reworked, and name changed to Berm.
Callout markers are now hidden when the UI is hidden.
Updated the handles of Lamentum mm.IV and Malone Ratcatcher Mk.1 to be the same as other Tripod weapons.
Updated Tripod weapon icons to all be consistently angled.
Added new equip/unequip SFX for some items.
250mm has been renamed to 250mm "Purity" Shell.
Minor adjustments have been made to the character's wading animation.
Bug Fixes
General Bugs
Drowning players can mount vehicles or climb aboard Large Ships.
The volume sliders of other players default to the volume level of the output levels a user sets in their options menu, rather than the other player sliders being independent.
Facility Map Posts appear to other users in the poster's language rather than the reader's language.
Squad Leaders can request Squad Leader off of themselves.
The cinematic camera can activated whilst aiming equipment if both inputs are spammed.
Starter Kit is referred to as "Starter Equipment" in the assembly modifiers of Loadouts.
A camouflage net asset has an excessively sized collision.
Reloading the Water Bucket whilst prone could sometimes cause the player to become stuck.
KRR2-790 Omen and Clancy Cinder M3 are incorrectly referred to as "Long Rife"s.
Several weapons have issues with the bullet casing FX produced when firing.
Rifle and Pistol equip and unequip SFX do not play whilst prone.
Aiming with weapons that require cover or being in a low stance to fire whilst standing displays to observers that the weapon is being aimed erroneously.
30mm ammo has a lower production order output limit than other recipes in the Infantry Kit Factory.
New entries of the Region Event Log show on the last page rather than the first page in some circumstances.
Shotguns could kill more players than expected in specific circumstances.
Refuelling structures or vehicles, or healing other players that are densely packed sometimes targets the incorrect denizen.
The unequip SFX of an item is played once the animation is completed.
Structure Bugs
Some Bunker modifications are removed when a husk containing a modification is rebuilt.
Structures that are on fire can be upgraded or filled in, extinguishing the fire.
A shippable being destroyed in a stack would leave other shippables or vehicles above it floating.
Shippables left in certain positions can be lifted by a crane, leaving other shippables or vehicles above it floating.
Tripods can be placed on top of trees.
Pipelines cannot be connected to both sides of the same socket on another Pipeline when attempting to create branching paths.
Pipeline build sites do not obstruct the placement of other Pipeline build sites.
Ships can obstruct the opening of one drawbridge type when they're too close to said bridge.
The aim line does not react to world resource mines that have reached a visual damage state.
Some build sites show a redundant hint in the bottom left stating what tool the site is constructed with.
Trench sandbags modification does not appropriately check for obstructions before being constructed.
Crane Railway Track icon is missing a Foundation sub-icon.
Fire extinguishing SFX gets stuck in a loop sometimes.
Dry Dock
The build site pops into view when approached.
The water of the Dry Dock is a part of the build site, having visuals and a walkable collision.
Enemies can interact with Storage Rooms with the Pick Up Large Item key.
The Maintenance Tunnel supply consumption estimation could be inaccurate when all categories are enabled.
Tripods can't be accessed from all sides, allowing them to be placed against objects, leaving them unable to be dismantled.
Some vehicles could fall into Trenches if packaged over the Trench build site and unpackaged once the build site was completed.
Maintenance Tunnel
Missing UI header.
Text describing which structures the Maintenance Settings are being applied to could be incorrect when toggling the filter category that was last enabled.
Some logistics buildings produce FX despite having no production orders queued.
Trench Roofs do not appear when a Trench Connector is exceedingly short in length.
Bunker or Trench modifications are not removed under some specific circumstances.
Firing Ports and stairs can be placed on the same face of a Bunker.
Crow's Foot Minefield does not have a delay for the mines activating once construction is complete.
Players mounted in some windows of the watermill Garrisoned House can aim behind themselves.
Freely placed mines can take damage from sources of water.
Trench (Tier 3) Barbed Wire is using the wrong visuals for its tier.
Vehicle Bugs
Vehicles do not fall when the surface they are based on is destroyed in some instances.
Devitt-Caine MK.IV MMR has no muzzle flash when firing.
G40 "Sagittarii" and Swallowtail 988/145-2 muzzle flash VFX are misaligned to the barrels.
85K-b "Falchion"
Treads move in the wrong directions when performing a neutral turn.
There is no SFX when entering the driver's seat.
Noble Widow MK XIV treads move in the wrong directions when performing a neutral turn.
Vehicles with deployable ramps that are pinged by a Submarine's sensor show the ramp's default position rather than its actual position.
Ramps can be deployed on a Large Ship that is under construction.
Gallagher Thornfall MK. VI has ammo in the racks whilst under construction.
BMS Black Bolt is unable to pass under the BMS Overseer Sky-Hauler.
Type C - "Charon"
Description refers to the mortar being "midship" despite being on the bow.
Lights are active when first constructing the ship.
BMS - Bluefin ramp animations can become desynched on server restart.
There are some visual issues with the HC-7 "Ballista" model.
Interceptor PA-12 and MacConmara Shorerunner cannot deploy their ramps on the BMS - Bluefin ramp.
Tracked animation visual speed is dependent on framerate.
Water can be bailed from inside rooms of some Large Ships.
External lights are not hidden when walking down the stairs of a Large Ship.
The front turret's light does not rotate with the turret on the Callahan Class Battleship.
King Gallant MK-II has incorrect textures between the front shield and the body of the tank.
Blacksteele depth charge turning cranks do not animate.
Warden Light Tanks and the T20 “Ixion” Tankette guns do not recoil when firing.
GA6 “Cestus” and Duncan’s Coin 20mm operators' hands twitch when firing.
Gallagher Brigand Mk. I machine gun is too close to the gunner, causing their hands to be awkwardly positioned.
HC-2 "Scorpion" right MG is not disabled when the subsystem is knocked out.
Map Bug Fixes
Callahan's Passage:
There is a stuck spot north of Crumbling Passage.
Callum's Cape:
An underwater rock can be seen in Callum's Keep.
There is a hole along one of the river walls in the east of Callum's Keep.
The Clahstra:
Players can get stuck in a rock cluster south-west of The Treasury.
Endless Shore:
Some inappropriate foliage exists under water.
Fisherman's Row:
An oar is floating north-east of The Satyr Stone.
Great March:
Some floating assets around the map were grounded.
Adjusted some foliage and objects that jutted into the road obscenely.
Removed trees clipping into some objects.
Howl County:
There is a rock without collision along the Reaching Trail border.
King's Cage:
There is a stuck spot along some rocks west of The Bailie.
Loch Mór:
The terrain near the border with Deadlands south of Missing Bones flickers.
The road to Deadlands south of Missing Bones clips into the ground at some points.
Marban Hollow:
There is a stuck spot south of Sanctum.
There is a stuck spot west of Checkpoint Bua.
Sableport:
A Bulwark wall has long been misplaced.
Shackled Chasm:
Players cannot climb the ladders of the bridge near The Vanguard.
Stonecradle:
There is a stuck spot north-west of Fading Lights.
Stlican Shelf:
A collision is missing on a certain cloth sheet.
Tempest Island:
There is a stuck spot south-west of The Iris.
Umbral Wildwood:
Removed some floating trees.
Viper Pit:
Some rocks have no collisions along the southern border.
Westgate:
Removed some legacy map markers that were out-of-bounds.