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Update 62 Dev Branch Released

  • Writer: Clapfoot
    Clapfoot
  • Aug 11
  • 9 min read

Updated: Aug 20

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 Features

  • Added Vehicle Event Logs to all vehicles.

    • This log adds a unique ID to a vehicle, and shows event logs to understand the recent history of said vehicle.

  • Added an icon to Region servers that have been taken offline intentionally for maintenance.

  • Added Barrel Heat to Storm Cannons and Tempest Cannons that builds up as the weapon fires. Once full Barrel Heat is reached the weapon cannot be fired again until the weapon has sufficiently cooled.


Gameplay Changes

  • Interior Firing Ports cannot be placed on Bunkers with Ladders on them, and vice versa.

  • Trench Connector (Tier 1 / 2 / 3)

    • Updated visuals to reduce stretching at extreme angles.

    • Fixed inconsistencies in the build site collisions and completed version, reducing instances where the validity of construction depends on the order the Trench Connector is built by its surrounding structures.

    • Fixed inconsistent decal placement.

  • Construction Equipment can now be placed on top of Bunkers.

    • Dev Note: This only applied to 'standard height' Bunkers. Construction Equipment cannot be placed on taller Bunkers such as Bunker Bases or Rifle Garrisons.

  • Emplacement Squad Reservations

    • Attempting to package an Emplacement weapon that is reserved now produces a failure message.

    • Reserve Multiple button now impacts Emplacements situated in a Trench Emplacement.

    • Non-Squad members can interact with the inventory of a reserved Emplacement.

  • Trench and Bunker claim and demolish windows have been extended to 52 hours, and 28 days respectively to match Facilities.

  • Pipeline Valves can no longer be placed on the input socket of a structure.


Dev Branch Gameplay Changes

  • Tempest Cannon RA-2 can no longer be packaged whilst it has Barrel Heat.

  • Removed 'Exited' log from Vehicle Logs to reduce spam.


Balance Changes

  • Prepared Minefield excavation cost reduced from 150 to 75

  • Tier 1 Trenches and Bunkers have had their decay times increased, matching the speed at which their Tier 2 counterparts decay.

  • Observation Bunker power consumption reduced.

  • Engine Room

    • Tier 2 cost reduced from 150 to 100 Basic Materials.

    • Tier 3 cost reduced from 25 to 15 Concrete Materials.

  • Ignifist 30 now has a 2x multiplier to disable Track and Fuel Tank subsystems.

  • Construction Equipment cost reduced from 75 to 50 Refined Materials.

  • AT Gun Garrison (Tier 1) damage reduced from 600 to 300

  • Artillery Garrison (Tier 1) range reduced from 600 to 175m.

  • Artillery Garrison and AT Gun Garrison (Tier 2) cost increased from 150 to 200 Basic Materials.

  • Intel Center and Weather Station

    • Activation cost increased from 80 to 200

    • Rotation cost increased from 0.5 to 2.5 per degree.

  • Storm Cannon rotation cost increased from 0.1 to 3.5 per degree.

  • Tempest Cannon RA-2 time per heat to cooldown reduced from 144 to 18s.

  • PT-815 Smoke Grenade

    • Cost reduced from 120 to 80 Basic Materials.

    • Quantity per crate increased from 10 to 15

  • Gate (Tier 3)

    • Cost increased from 15 to 25 Concrete Materials.

    • Repair cost increased from 75 to 125


Other Changes

  • Regions that are not a part of the War have their border outline removed and names hidden to distinguish them from offline Region servers.

  • Updated item crate tooltips to be quantity agnostic.

  • 35-250 "Alekto" Heavy Cannon renamed to 40-250 to match a range change that occurred in a previous update.

  • Improved the collisions on all Half-Tracks, especially around the passenger area.

  • Construction Equipment

    • Can now construct all Emplaced Weapons at the Construction Yard.

    • Can now be flagged for disruptive placement.

    • Added a packaged and unpackaged entry to the Structure Event Log.

  • Players no longer enter the wounded state whilst on ladders, instead dying instantly.

  • Updated credits screen

    • Added additional team members.

    • Scroll progression is now reset when exiting and re-entering the credits screen.

  • Camera Changes

    • Smoothed pitch changes when moving through cinematic camera pitches.

    • Smoothed camera movement when mounting or dismounting.

  • Security fixes.

  • Updated the description of the Artillery Garrison (Tier 1) to reflect its range decrease.


Dev Branch Bug Fixes

  • All Region servers are shown as inactive despite being a part of the current War, also causing all Region names to be hidden.

  • Foundations obstruct the placement of other Foundations when socketed.

  • Trench Connector

    • Decals are present when built under a road.

    • Holes in the floor are made at certain angles.

  • Gates are obstructed from being placed over Train Tracks.


Bug Fixes

General Bugs

  • Relic Vehicles appear in the Vehicle Crates category of stockpiles.

  • Handheld items that are placed to the player's side when in-use, such as Diesel, do not remain at said player's side when in use on a Large Ship.

  • The order of resource costs in the Factory and Mass Production Factory are not unified across items.

  • Camera movement is not stopped when dying whilst vaulting.

  • Long barreled handheld weapons can be fired backwards.

  • Rocket Artillery can be range adjusted, rotated or undeployed whilst firing, causing the rockets to be misaligned with the artillery piece visually.

  • Havoc Charge Detonator does not have a damage type icon.

  • The SFX for picking up and submitting Concrete Materials are the same.

  • Handheld refuelling targeting can be inaccurate with some vehicles, and when there are several vehicles in close proximity to the player.

  • A player that enters a critically wounded state can pick up another critically wounded player under specific circumstances.

  • Breach modifier tooltips appeared inconsistently between some ammo and vehicles.

  • Sea Mines can be deployed whilst crouched.

  • Typing in some windows, such as the Map Post, in the center of some text can cause the cursor to refocus to the end of the text.

  • The player's client hitches when entering a grassy area with a lot of Trenches or Bunkers.

  • Falias Raiding Club and Eleos Infantry Dagger are not adjusted by a user's volume settings.

  • 30mm shot by Garrisoned Houses produce no impact VFX.

  • Some alert messages are hidden too quickly.

  • Engineer Uniforms do not reduce the weight of Pipes.

  • Camera rotation and pitch is remembered when bordering travelling in a vehicle, and is returned to the remembered values on exiting the vehicle.

  • Prototype Kits cannot be used in some interactions, such as from a Shipping Container whilst in a Crane.

  • Aiming around Borders can have the reticle get stuck in some instances.

  • The player's stance returns to standing when running out of stamina from a crouched or prone position.

  • Mountable structures produce an interactable entry in the Shift+E context menu even when the mountable does not have an inventory.

  • Players have crazy legs whilst moving and firing an automatic weapon from a prone position.

  • Sprinting after firing a weapon from a prone position can allow the player to move whilst standing up.

  • Large Items can be picked up whilst climbing a ladder or whilst swimming.

  • The Reserve Stockpile drop-down menu collapses when user submits crates to a visible Reserve Stockpile.

  • Activity Log damage can be overstated whilst shooting a Bunker larger than one piece in size.

  • Under specific circumstances, players can have a crouched collision size whilst standing.


Structure Bugs

  • Pipeline (Underground) placement is obstructed by Trenches and Bunkers.

  • Socketed Foundations can be built over other Foundations.

  • Spline Pipeline structures can be connected to inappropriate sockets if those sockets are in line with the spline structure.

  • Concrete Mixers lose the ability to be Reserved by a Squad after being packaged.

  • Barbed Wire Fence build ghosts are tilted when attempting to place them on Foundations.

  • Several Bunker pieces and modifications are missing snow visuals during Snowstorms.

  • Water Pump has a light despite not having a power requirement.

  • Some seats in some village Garrisoned Houses do not have restricted firing angles.

  • One seat in the water mill Garrisoned House cannot be fired from.

  • Shippables can be left floating if placed on other shippables that are removed during the placement process.

  • The player briefly jitters if standing next to a Trench build site as it's placed whilst also in a Trench, or when standing next to a Bunker build site as it's placed whilst also in a Bunker.

  • The rear of a Storm Cannon obstructs the placement of Trench Connectors.

  • Maintenance Tunnel settings text can become cut-off in some setups.

  • Pipelines can be made to not physically connect if the scroll wheel is used whilst its build ghost is connected to sockets on both sides.

  • Hard Point Trench modification placement is not obstructed by players.

  • Havoc Charges cannot be deployed in the underground section of the Underground Fortress.

  • Storage Box build site and Barbed Wire Fence collisions extend higher than the constructed version's collisions.

  • Trench Connector collisions are inaccurate on some faces.

  • Bunker Corner (Tier 1 / 2) have collisionless logs and planks that are not removed when another Bunker is connected to its chamfered edge.

  • Trench Berms have a small gap between neighbouring Berms that can be fired through.

  • Trenches and Bunkers do not become scorched when destroyed by the blast of an AEON Rocket.

  • A Doorway between a Bunker and a Trench Intersection moves when said Bunker is upgraded to a Medical Room, Bunker Hearth, Fire Suppression Room or Storage Room.

  • Field Bridge build site is larger that visually displayed.

  • Bunker Ramps have some modifications obstructed on a face connected to a Trench Intersection.

  • A deployed Tripod weapon cannot be remounted immediately after dismounting as the interact area is too small.

  • Emplacement House does not rotate when aiming at the furthest distances.

  • Medical Room and Field Hospitals briefly show their correct inventory size before changing to having four slots.

  • Materials Factory has some parts of its build site that are not using the blue texture.

  • When a Bunker is on fire and segmented in two, only one of the two Bunkers maintains its fire.

  • Concrete Mixer has a second stockpile.

  • If a player dies whilst using a Bunker Firing Port's mounted weapon, said weapon can no longer be detached.

  • Green Ash reduces a player's stamina even if said player is invulnerable.

  • Trench (Tier 3) Barbed Wire modification are rotated inconsistently per segment.

  • Modifications can be placed on faces of a Trench Emplacement where a Trench Intersection is attached.

  • A blank Bunker piece inventory can no longer be interacted with from outside of the Bunker.

  • Two Trench Intersections destroyed near one-another causes the median to become terrain that hobbles player movement.

  • Items inside blank Bunker pieces are deleted when upgrading to another Bunker type.

  • AT Gun Garrison (Tier 1 / 2) can aggress on the same target multiple times.

  • Climbing out of a standard Trench causes the player to fall slightly.

  • Engine Room (Tier 2 / 3) ignore friendly fire even when flagged for disruptive placement.

  • Wall (Tier 2) has a protruding collision along the pillars.

  • Trench Emplacements do not cull terrain fully in some setups on load.

  • Sandbag modifications can obstruct use of the Underground Fortress ladders.

  • Some destroyed structures do not show their health % in the Upgrade Mode UI.

  • Some destroyed structures always show their health as 100% in the Upgrade Mode UI.

  • Trench Barbed Wire modification description has a typo.

  • DAE 3B-2 "Hades' Net" has no collisions when packaged.

  • Bunker Bases can be set as a player's Home Base respawn point when deploying to a Bunker Base from the Home Region.

  • Fire Suppression Room creates an obstructive wall when placed inside of the Underground Fortress 3x3.

  • The floor of the Fire Suppression Room does not hide when in the underground section of the Underground Fortress.

  • Walking on a Trench Roof can cause glitchy movement.

  • A Fire Suppression Room attached to a Trench Intersection has missing corners.

  • The Underground Fortress receives decals.

  • Offshore Platform is missing some collisions.

  • Pipe inputs and outputs are not shown when hovering over a Facility Upgrade.

  • Rapid decay does not apply to build sites.

  • Players can be used to raise Trench Connectors.

  • Some structures can be built over the A0E-9 Rocket Platform

  • World Resource Mines can be built by a BMS - Universal Assembly Rig from an excessive distance.


Vehicle Bugs

  • BMS Overseer Sky-Hauler's wheels do not animate whilst moving.

  • GA6 “Cestus” gunner sees fake shots occasionally.

  • BMS - Grouper can be walked on in specific spots.

  • Motorcycle drivers do not move their feet onto the foot rests when driving.

  • Type C - "Charon" driver exit location is too low.

  • Warden Armoured Cars are missing an underside.

  • BMS Overseer Sky-Hauler build sites are not obstructed by one another.


Map Bug Fixes

  • The Clahstra:

    • There are various stuck spots.

  • Deadlands:

    • There is a small hole in the ground along the Linn of Mercy border.

    • There is a stuck spot north-west of Callahan's Gate.

  • Endless Shore:

    • There are trees inside Tuath Watchpost Safehouse.

  • Godcrofts:

    • Isawa canal ice allows Trenches and Bunkers to be constructed.

  • Kalokai:

    • Removed a tree mimicking seaweed behaviour.

  • Loch Mór:

    • A tree is floating east of Feirmor.

  • The Linn of Mercy:

    • There is a stuck spot in the terrain along the Deadlands border.

    • Removed some floating foliage.

    • There are tree stumps without collisions along the Callahan's Passage border.

  • Marban Hollow:

    • Moved or removed some floating trees.

    • Some rocks along the Viper Pit border have no collisions.

    • There are various stuck spots.

  • Reaching Trail:

    • Some rocks along the Callahan's Passage border have no collisions.

  • Red River:

    • Resource field location at Red Crossing is problematic.

  • Shackled Chasm:

    • Manky Hills minor map marker is misaligned with the nearby hills.

  • Stlican Shelf:

    • Water south of The Pale House does not freeze during a snowstorm.

    • Floating grass north of Port of Rime has been devastated.

  • Weathered Expanse:

    • There is a tree inside Foxcatcher Storage Depot.

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