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Update 63 Dev Branch Released

  • Jan 20
  • 26 min read

Updated: Feb 6

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

  • Vehicles:

    • Luminary Mk. II Harbinger

      • Faction: Warden

      • Type: Fighter Aircraft

        • The backbone of the Alliance Sky Brigade, the Harbinger excels at both strafing ground targets and dogfighting with its twin, front-facing machine guns. Not willing to be outclassed by crude Mesean engineering, Luminary—formerly a northern Caoivish industrial engineering firm—set to work on designing its Mk. I prototype. Sleek, aerodynamic, and so fast it screams, the Harbinger’s design is intended to give the Nevish Alliance a psychological edge on the battlefield as much as it provides air support.

    • Toxot-902 “Blind Silver”

      • Faction: Colonial

      • Type: Fighter Aircraft

        • The Toxot-902 is a modern variant of the first warplane to ever see combat; it tears across battlefields laying down strafing machine gun support but excels in air-to-air dogfights. Easy to manufacture and field in large numbers, “Blind Silvers” often give the impression of a volley of arrows soaring overhead.

    • Tulka P4 Welkinrive

      • Faction: Warden

      • Type: Bomber Aircraft

        • A Nevish bomber that was developed in direct response to a lack of aerial heavy explosive support during Alliance operations. Having been repeatedly waylaid by Tzykalia bombers along the Sorovian coast, it became clear that the Sky Brigade needed to improve their armada. The Brigade commissioned a light and fuel-efficient bomber still capable of deploying catastrophic payloads.

    • V-1 Tzykalia

      • Faction: Colonial

      • Type: Bomber Aircraft

        • A large, deadly bomber capable of delivering high volumes of explosive payloads. While the V-1 Tzykalia requires a proficient bombardier crew, this Velian-made aircraft has an infamous reputation overseas on the Katoma front. Facing minimal air-to-air resistance, a full squadron of Tzykalias led by seasoned captain and ace lodesman Calliope Bibas erased a large Estrellan fortress in the desert region of Sorra Blava off the map. This operation left Alliance presence in the west reeling, furthering Republic ambitions in the region.

    • M925 Austringer Man-O-War

      • Faction: Warden

      • Type: Torpedo Bomber Aircraft

        • The M925 Edellian bomber is the Alliance Sky Brigade’s ace at air-to-sea combat. Featuring twin torpedo bays and a rear-mounted machine gun, the Man-O-War is a veritable threat to any ship’s hull or would-be assailants. The M925's unique capabilities overdelivered, as it was originally conceived as nothing more than a short-range coastal defence bomber. During the M925’s first operation off of the Katoman coast, a small squadron single-handedly sank a Titan. Her crew had no idea how their ship filled with seawater as torpedo after torpedo bored into the underside of her hull.

    • Mergo-4 “Myrmidon”

      • Faction: Colonial

      • Type: Dive Bomber Aircraft

        • This unique dive bomber quickly deposits small payloads with more precision than its larger, less mobile counterparts. Bombing first and asking questions later, “Myrmidons” often lead larger bombing operations. Its effective hit-and-run tactics soften larger targets or clear out emplacements that may pose a threat to less manoeuvrable aircraft or incoming convoys.

    • Rinnspeir Mk. I Zealot

      • Faction: Warden

      • Type: Paratrooper Transport Aircraft

        • A recent addition to the Alliance Sky Brigade, the Zealot is a first-of-its-kind dropship out of Sorovia. Its large fuselage and cargo bay facilitate transporting entire paratrooper units and dropping them into the fray with ease. The Zealot is best paired with escorts, as it doesn’t boast much in the way of firepower, but once it deploys a retinue of Cloudrunners, it circles back to base to load up the next squad.

    • V-5b Pegasus

      • Faction: Colonial

      • Type: Paratrooper Transport Aircraft

        • A handful of these Velian-made aircraft are capable of depositing entire platoons of Colonial paratroopers deep behind Warden lines. In fact, these selfsame paratroopers are feared throughout the north for their commitment to night diving and opening their chute late enough that even an observant enemy might blink and miss their descent. While most paratroopers have a short lifespan, one trio that called themselves “The Furies” successfully completed over one hundred combat jumps into Caoivish territory. It’s believed The Furies are responsible for sabotaging countless Warden operations in the north and played a pivotal role in Legate Thea Maro’s “Operation Sunfall.”

    • Mercy

      • Faction: Warden

      • Type: Aircraft Carrier

        • The Mercy-class carrier, commissioned to aid the Alliance Sky Brigade in combating the rapid deployment of Colonial aircraft, is fitted with several launchpads to rapidly deploy aircraft from any oceanic location. Mercys were designed to be self-sufficient in defending against aerial bombardments and ship-to-ship defence. Originally, this class of ship had a different designation, but Bright Mercy, great-grandfather of Archon Fionn Mercy, had it changed once he’d seen it in person. To this day, the story goes that he fell to his knees and sobbed at the sight of it. “It was akin to witnessing a god.”

    • Tulka I1.9 White Raven

      • Faction: Warden

      • Type: Light-Fighter Aircraft

        • This unique Nevish fighter was specially designed to be launched from Mercy-class aircraft carriers, with the flexibility to operate in different environments. Fitted with several front-facing armaments, the White Raven is known to swarm enemy armadas out of nowhere. They soon find themselves careening out of the clouds.

    • Poseidon

      • Faction: Colonial

      • Type: Aircraft Carrier

        • The Poseidon-class Aircraft Carrier represents a masterwork of military might for both the Republic Coastal Legion and the Colonial Aeronautics Corps. This massive vessel rivals even Titan-class battleships in scale. Upon launching the first ever aerial assault in the north, it became clear to the Mesean Senate that the sky was the future of warfare. Republic Command was quick to put concerted effort into further developing the Aeronautics Corps capabilities. Before a single plane marked by a Caoivish flag passed through clouds, the Poseidon had been launched. Following the success of the Poseidon, Combat Magister Curio was stripped of his position, having wasted resources investing in submersibles.

    • Luminary Mk. IV Herald

      • Faction: Warden

      • Type: Scout Aircraft

        • The Mk. IV is a lighter Luminary aircraft designed for high and low-altitude intelligence gathering. Living up to its namesake, the Herald has been instrumental in thwarting several Colonial operations in the west. What it lacks in resilience and firepower, it more than makes up for in flexibility.

    • A51 Venti “Daedalus”

      • Faction: Colonial

      • Type: Scout Aircraft

        • Inspired by passenger seaplanes, the A51 is an extremely proficient scout plane. Dubbed “The Daedalus” by countless crews for its intrepid design, pontoons and foldable wheels give the flexibility to land, refuel, or observe enemy movements under various conditions unrivalled by more conventional aircraft.

    • Bellweather by VAC

      • Faction: Neutral

      • Type: Mine Boat

        • A simple vessel designed to lay out and maintain naval mines. Manufactured by the Venchin Auto Corporation, the Bellweather was originally commissioned by the Wenitan Naval Guard. Sensing further opportunities to profit, VAC began marketing the Bellweather to navies beyond Katoma, finally reaching Caoivish shores.

    • Das Krokodil by VAC

      • Faction: Neutral

      • Type: Light Freighter

        • This deep water Venchin Auto Corporation light freighter is a sturdy vessel that specializes in seaport-to-seaport deliveries. As a deep water ship, Das Krokodil can’t safely reach land-based shipping structures.

    • 68A-4 Ronan Fathomer

      • Faction: Warden

      • Type: Infantry Boat

        • This naval escort ship excels at sea-to-air engagements, providing friendly naval vessels with critical protection from enemy aircraft. The 68-series remains one of Patrick Ronan’s favourite designs. Having been commissioned by the Watchers to aid in coastal investigations, this modification—given the designation A-4—has since eclipsed its forebear’s ubiquity.

    • K-81e “Sombre”

      • Faction: Colonial

      • Type: Infantry Boat

        • The “Sombre” is an escort gunship that excels at deterring air-to-naval aggression. Fitted with paired machine gun turrets and boasting a heavier frame than most vessels of comparable size, this Kraunian-made K81e emerges at a moment’s notice to defend its charge.

    • Rinnspeir Ornitier-Class Gunship

      • Faction: Warden

      • Type: Gunship

        • Known as the “Bounty Hunter of the Sea”, the Ornitier is a deadly ship-to-ship weapons platform. While not as manoeuvrable as smaller vessels, its sturdy frame allows it to take much more punishment. Twin gunwale-mounted cannons provide ample firepower to punch holes in enemy ships, while its bow-mounted RPG launcher ends any chase before it has a chance to begin.

    • Strider

      • Faction: Colonial

      • Type: Gunship

        • A small but sturdy naval weapons platform excelling in ship-to-ship combat. Deadly to both enemy vessels and crew, the Type D comes fitted with starboard and port-facing machine guns alongside bow and stern-facing cannons.

    • 81f-f Ronan Blackguard

      • Faction: Warden

      • Type: Siege Boat

        • A shore-strafing gunship, the Blackguard’s heavy mortar blitz makes short work of coastline bunker networks. Sporting ample storage for mortar shells means a no-frills approach to overall engineering. While the Blackguard may need a nearby escort, it more than makes up for it with pure guile.

    • Type B - “Lucian”

      • Faction: Colonial

      • Type: Siege Boat

        • This shoreline “bunker buster” packs quite the punch to any unfortunately positioned enemy emplacements. The Type B was gifted its colloquial name in jest in response to the discovery that its first-ever captain, Lucian Kelly, once served in the Caoivish Naval Command.

    • Type C - “Charon”

      • Faction: Colonial

      • Type: Gunboat

        • A small, versatile naval jack of all trades. The “Charon” is fitted with a single mortar cannon and two tripod mounts. Effective at both shoreline assaults and hit and run tactics against larger vessels.

  • Structures:

    • Aircraft Assembly

      • Faction: Neutral

      • Type: Large Assembly Station modification

        • An assembly station for producing advanced aircraft frames.

    • Aircraft Crate

      • Faction: Neutral

        • A crate for a packed aircraft frame.

    • Aircraft Maintenance Factory

      • Faction: Neutral

      • Type: Facility Structure

        • A factory for producing and repairing advanced aircraft parts.

    • Aircraft Parts

      • Faction: Colonial exclusives, and Warden exclusives.

        • Parts for different segments of Colonial and Warden aircraft, coming in small and large sizes.

    • Aircraft Depot

      • Faction: Neutral

        • A large building used to store crates, vehicles, shippable structures, and aircraft.

    • Aircraft Hangar

      • Faction: Neutral

        • A small-scale aircraft production center.

    • Aircraft Runway (Tier 1/2)

      • Faction: Neutral

        • A stable runway that allows aircraft to take off.

    • SC-3 Aerial Interceptor Array

      • Faction: Neutral

      • Type: Super Structure

        • A radar that detects aircraft across a large effective radius and must be built atop a solid foundational hardpoint within bunker systems—for both operational stability and defence. The SC-3 Aerial Interceptor Array, or AIA, uses state-of-the-art technology to emit short radio bursts that provide aerial intelligence to nearby receivers and entrenched anti-aircraft defences.

    • DAE 5b “Zeal”

      • Faction: Colonial

      • Type: Emplaced Anti-Air Cannon

        • A sturdy, stationary cannon for bombarding low-flying enemy aircraft with explosive shells. The DAE 5b anti-aircraft emplacement has become infamous for walls of black smoke its payload leaves behind.

    • Leary AA-70 Bolas

      • Faction: Warden

      • Type: Emplaced Anti-Aircraft Cannon

        • A late entry into the Leary arsenal, the AA-70 Bolas was a direct response to a sudden uptick in Colonial aerial aggression. This emplaced cannon excels equally at both slowing and bringing down enemy aircraft.

    • Infantry Support Gun Pillbox

      • Faction: Neutral

      • Type: Field Defence

        • This reinforced pillbox fires a 30mm support gun at approaching enemy vehicles.

    • E681-B Hullbreaker Minefield

      • Faction: Neutral

      • Type: Sea Minefield

        • A specialized sea minefield that floats near the surface, causing destructive damage to ship hulls.

    • E680-S Rudder Lock Minefield

      • Faction: Neutral

      • Type: Sea Minefield

        • Designed for underwater deployment, Sea Mines detonate upon contact with enemy vessels.

  • Items:

    • Liason Transmitter

      • Faction: Neutral

      • Type: Field Gear

        • Allows receiving map intelligence reports on detected airborne targets.

    • Lodesman’s Lorica

      • Faction: Colonial

      • Type: Colonial Pilot Uniform

        • Standard-issue Colonial Aeronautics Corps lodesman’s uniform. Fashioned for function over form, CAC pilots are protected from external elements while free to execute their duties with efficiency.

    • Aviator’s Raiment

      • Faction: Warden

      • Type: Warden Pilot Uniform

        • A pilot’s overcoat and goggles specially designed for cold-weather flying. Alliance Sky Brigade pilots are amongst the most talented aviators in the world, training from as young as eight years of age to hone their reflexes and strengthen their bones against atmospheric forces. Many won’t make it to adulthood.

    • Paratrooper’s Ruck

      • Faction: Neutral

      • Type: Backpack

        • A paratrooper's basic kit. Includes minimal survival gear to improve weight distribution and account for parachutes.

    • Auster’s Harness

      • Faction: Colonial

      • Type: Colonial Paratrooper Uniform

        • CAC paratrooper’s gear consisting of a sturdy harness clasped over a jumpsuit. Infamous for ruthless aggression, few sights drive true fear into Warden hearts more than Colonial austers dotting the night sky.

    • Cloudrunner’s Vesture

      • Faction: Warden

      • Type: Warden Paratrooper Uniform

        • Typical Alliance Sky Brigade paratrooper’s kit. Cloudrunners were once an elite group of deserting mercenaries with a death wish that, due to their consistent bravery and valour, were integrated into the larger ASB fold.

    • Mark II Raidbreaker

      • Faction: Neutral

      • Type: Bomber Ammo

        • Highly explosive payloads for use with bomber aircraft.

    • 912 Shrike Rounds

      • Faction: Colonial

      • Type: Dive Bomber Ammo

        • Specialized payloads for use with dive bomber aircraft.

    • 950-70b Anti-Aircraft Shell

      • Faction: Neutral

      • Type: Anti-Aircraft Ammo

        • Specially designed rounds for use with anti-aircraft batteries.

    • Quillback Torpedo

      • Faction: Wardens

      • Type: Torpedo

        • Designed as a lightweight version of the Moray Torpedo for mounting on light aircraft.

    • 20mm

      • Faction: Neutral

      • Type: Anti-Air Machine Gun Ammo

        • Standard ammunition for anti-aircraft machine guns.

        • Dev Note: The existing 20mm ammo for Anti-Tank Rifles has been renamed to 14.5mm.

    • E681-B Hullbreaker Mine

      • Faction: Neutral

      • Type: Sea Mine

        • A specialized sea mine that floats near the surface, causing destructive damage to ship hulls.

  • Maps

    • Northern Regions

      • Olavi's Wake

      • Pari Peak

      • Palantine Berm

      • Kuura Strand

      • The Gutter

    • Southern Regions

      • Wresta

      • Ónyx

      • Lykos Isle

      • Tyrant Foothills

      • Piper's Enclave

  • Other

    • Foxhole - Supporters Edition will be available on the update's release. Players with this DLC can change their main menu theme, and can choose to display a supporters badge alongside their username.


New Features

  • Added construction status of a super structure to the Large Structure Foundation UI.

  • Added border queueing as a group for vehicle passengers. If a destination region is full and requires queueing the driver of the vehicle can initiate queueing and travelling for all vehicle passengers.

  • Vehicle Border Travel and Recovery Mode improvements

    • Added logic for assuring there is a pilot for planes after border travelling or re-joining a server in Recovery Mode. If there is no pilot after travel is complete, or Recovery Mode elapses, then another crew member is swapped to the pilot's seat.

    • Passengers of a vehicle no longer spawn offline characters ("sleepers") outside of the vehicle, instead said passenger is associated with the vehicle and will re-join in their seat.

      • If the vehicle is destroyed before the offline character expires, their inventory items will be in the Vehicle Storage crate.

  • Added toggles for ground and air map intelligence.

  • Added cloud cover to all regions. Cloud intensity increases with weather event intensity.

  • Added an Anti-Air mode to some existing machine guns, such as the DAE 1B-2 "Serra", and the Leary Snare Trap 127.

  • The fuel gauge now changes colour to show when its low on fuel, and flashes when the vehicle is critically low.

  • Added a new regional text chat channel for Air communications. This can be quickly swapped to by typing /a in the text chat.

  • Binoculars can now toggle to Air Observation Mode (default bind Shift+F).


Dev Branch Specific Gameplay Changes

  • Fuel Gauge

    • Reduced blinking from starting at 30% fuel to 20%.

    • Reduced the frequency of critical fuel blinking.

    • New fuel gauge visuals no longer show on Train Engines.

  • Aircraft altitude indicators are hidden whilst grounded.

  • Aircraft seats can no longer be entered by the enemy.

    • Scout Aircraft are excluded from this.

  • "No repair needed for this part" communicates if there is damage elsewhere on the aircraft.

  • Map edge deflection effect on aircraft moved tighter to the actual physical map edge.

  • !Unstuck command behaviour updated for Aircraft.

    • An aircraft with part damage can not !unstuck.

  • Pilot Uniforms can now be packaged and stored.

    • Crate size reduced from 10 to 1.

    • The recipe has been moved to the Infantry Kit Factory (Special-Issue Firearms Assembly).

      • Rare Materials (produced in the Metalworks Factory) and a crate of Officer Uniforms creates Pilot Uniforms.

  • Added Aircraft Elevation Line opacity slider to the Options menu.

  • Added new Large Items to Large Ship ammo rooms.

  • Aircraft Carriers

    • Now appear on the world map for allies whilst anchored.

    • Gather Air and Ground intelligence up to 350m whilst anchored, and up to 250m whilst unanchored.

  • Falling to your death from a Paratrooper Aircraft whilst over encumbered, or whilst missing a Paratrooper's Ruck, no longer drops items on the ground.

  • Aircraft launched from the Mercy have reduced fuel consumption for 3 minutes after launching.

  • Payloads are no longer restricted from being dropped by Aircraft in the No Drop Zone if they're over water.

  • Aircraft engine SFX volume decreased.

  • Enemy Aircraft can no longer be packaged.


Gameplay Changes

  • Large Ship Changes

    • Multi-Barrel turrets can now reload multiple shells at once.

    • Large Leaks

      • No longer continue to flood a compartment when patched.

      • When a new leak is taken on within the same compartment, the Large Leak reopens as a normal Leak.

    • Subsystems can now be repaired with Metal Beams by submitting Metal Beams within the turret's interaction area.

      • Turret subsystem chance has been increased accordingly.

  • Large Ship MGs, the DAE 1B-2 "Serra", and the Leary Snare Trap 127 now have AA firing modes (toggled with Shift+F by default).

  • Tempest Cannon RA-2, Intelligence Center, Weather Station, and Storm Cannon now rotate with A and D rather than with RMB.

  • Cross-Ocean border travel has been disabled.

  • Structures and vehicles have a cooldown for packaging if they have fired recently.

  • BMS - Longhook and BMS - Bluefin

    • Now gather Air intelligence as well as Ground intelligence.

    • Intel range increased from 150 to 350m.


Dev Branch Specific Balance Changes

  • Aircraft

    • Squad Reservation time increased from 30 minutes to 48 hours.

    • Decreased fuel consumption.

      • Bombers 15%

      • Scout Planes 30%

      • Paratrooper Planes 15%

      • Torpedo Bomber 20%

      • Naval Fighter 25%

    • Improving both air time and operational range: aircraft fuel consumption is decreased by flying at a reduced speed.

    • Health and Resistances

      • Health reduced by 66%.

      • Part health reduced by 66%.

      • Shrapnel damage mitigation increased from 0% to 66%.

      • Light Kinetic damage mitigation increased from 40% to 80%.

      • Heavy Kinetic damage mitigation increased from 40% to 80%.

        • Dev Note: This improves the lethality of non-aircraft weaponry against Aircraft.

      • Armour Piercing damage mitigation increased from 0% to 60%.

      • Anti-Tank Kinetic damage mitigation increased from 50% to 70%.

    • Production

      • Costs

        • Aircraft Assembly modification cost reduced from 20 to 5 Rare Alloys.

        • The Assembly Material cost of Aircraft Frames have been moved to Aircraft Parts.

        • The Rare Alloys cost of Aircraft Parts have been moved to Aircraft Frames.

        • Fighter Aircraft have had the breadth of items required in their construction reduced.

        • A51 Venti “Daedalus” and Luminary Mk. IV Herald Refined Materials cost reduced from 125 to 80

        • Mergo-4 “Myrmidon” and M925 Austringer Man-O-War Rare Alloys cost increased from 2 to 5

      • Toxot-902 “Blind Silver”, Luminary Mk. II Harbinger, Tulka I1.9 White Raven, Mergo-4 “Myrmidon”, and M925 Austringer Man-O-War construction times reduced from 18 to 4 hours.

      • V-5b Pegasus and Rinnspeir Mk. I Zealot construction times reduced from 36 to 6 hours.

      • V-1 Tzykalia and Tulka P4 Welkinrive construction times reduced from 36 to 8 hours.

    • Aircraft Handling

      • Tulka I1.9 White Raven

        • Improved stall angle so it doesn't stall in dives.

        • Manoeuvrability improved.

        • Fuel consumption increased by 10%.

      • Mergo-4 “Myrmidon”

        • Resolved maneuverability issues.

        • Improved breaking power.

        • Maximum reverse thrust increased.

      • M925 Austringer Man-O-War

        • Improved weight distribution, improving handling at minimum speed.

        • Torpedo weight increased. The higher they are dropped, the longer they will take to return to the surface.

          • Dev Note: The skill required to hit a Large Ship with Torpedoes at close range has been noticeably increased. Since it's now more favourable to launch Torpedoes from further away, the chance for a miss is higher as the ship's crew has more of a chance to react.

        • Adjusted the Torpedo to fall slightly further into the water, increasing the time before it sits under the surface.

      • Toxot-902 “Blind Silver”

        • Low-speed handling improved.

        • Maximum speed increased from 150 to 155 knots.

    • Mergo-4 “Myrmidon”

      • 912 Shrike Rounds inventory capacity increased from 2 to 3

      • Health increased.

        • Dev Note: This is whilst accounting for the overall decrease in health for Aircraft.

      • Bonus to disabling subsystems increased from 30% to 70%.

      • Reload duration decreased from 8 to 7s.

    • M925 Austringer Man-O-War

      • Torpedoes now have a 30% low velocity modifier.

      • Firing duration increased from 0 to 3.5s

    • M925 Austringer Man-O-War and Mergo-4 “Myrmidon”

      • Payload accuracy now decreases as altitude increases.

        • Dev Note: The Dive Bomb is no longer perfectly accurate at all elevations. The closer the bomb is to the ground when released, the more accurate it will be.

      • Fuel consumption increased by 12%.

    • V-1 Tzykalia and Tulka P4 Welkinrive

      • Fuel consumption increased by 10%.

      • Rare Alloys cost increased from 8 to 12

    • Tulka P4 Welkinrive bomb capacity increased from 32 to 35

    • Tulka I1.9 White Raven

      • High velocity increased from 50% to 75%.

      • Health and part health has been increased slightly.

      • Manoeuvrability and stability improved.

      • Water stability improved (flipping mitigation).

    • Luminary Mk. II Harbinger 14.5mm cannon high velocity increased from 0% to 50%.

    • V-5b Pegasus

      • Fuel capacity increased from 350 to 450L

      • Fuel consumption increased by ~34%

    • Rinnspeir Mk. I Zealot

      • Fuel capacity decreased from 350 to 250L

      • Fuel consumption decreased by ~30%

    • A51 Venti “Daedalus” and Luminary Mk. IV Herald

      • Converted to 20mm with a 10% low velocity modifier.

      • Gather Air intelligence up to 100m.

    • Aircraft Runway (Tier 2) health increased from 7500 to 20000

  • New Ships

    • Reduced Armour Piercing damage mitigation from 50% to 0% on all new ships.

    • Type C - "Charon"

      • Bow turret rotation speed reduced by ~16%

      • Top speed and acceleration reduced slightly.

    • K-81e “Sombre”

      • Cost increased from 125 to 100x2 Basic Materials.

      • Passenger limit reduced from 6 to 2

      • Disable threshold increased from 30% to 50%.

    • 68A-4 Ronan Fathomer

      • Cost increased from 175 to 125x2 Basic Materials.

      • Improved turn rate.

    • Rinnspeir Ornitier-Class Gunship

      • Cost increased from 200 to 90x5 Basic Materials.

      • Improved turn rate.

      • Health increased from 2000 to 2050.

    • Strider

      • Cost increased from 250 to 100x5 Basic Materials.

      • Stern 30mm cannon range reduced from 40m to 35m.

      • Improved turn rate.

    • Das Krokodil by VAC

      • Turn rate has been improved.

      • Refuel location has been moved to make refuelling easier from Seaports.

    • Quillback Torpedo

      • Converted to Armour Piercing damage.

      • Damage reduced to 500

    • E681-B Hullbreaker Mine

      • Converted to Armour Piercing damage.

      • Damage decreased from 750 to 650.

  • Emplaced Anti-Aircraft Cannons

    • Fire mode changed from indirect to direct fire with 200m of range.

    • Rotating, ranging, and firing is now done by one crew member.

  • Anti-Air Machine Guns

    • Improvements to accuracy.

    • Improvements to range.

  • 912 Shrike Rounds

    • Damage increased from 900 to 1050

    • Inner explosion radius reduced from 4m to 2m.

  • Mark II Raidbreaker damage increased from 900 to 1200

  • Scout Vehicle inventory sizes returned to live values.

  • 950-70b Anti-Aircraft Shell

    • Damage reduced from 1500 to 1200

    • Added to the Mass Production Factory.

  • Poseidon

    • Naval Hull Segments cost reduced from 20 to 16

    • Naval Turbine Components cost reduced from 4 to 0

  • Mercy Cost

    • Naval Hull Segments cost reduced from 25 to 16

    • Naval Shell Plating cost reduced from 25 to 20

    • Naval Turbine Components cost reduced from 4 to 0

  • Large Leak repair cost reduced back to live value.


Balance Changes

  • Large Ship Armour Piercing damage mitigation reduced from 93% to 60%.

  • Titan

    • 120mm turret reload time increased from 2 to 4s.

    • 150mm turret reload time increased from 2 to 6s.

    • 40mm turrets converted to 68mm.

  • Callahan

    • 120mm and 150mm turret reload time increased from 3 to 6s.

  • Conqueror

    • 120mm turret reload time increased from 2 to 4s.

      • Dev Note: The above reload time changes are complimented by all barrels being reloaded at once.

    • Bow gun converted from 40mm to 68mm.

    • Now gathers Air intelligence as well as Ground intelligence.

    • Intel range increased from 200 to 250m.

  • Blacksteele

    • 120mm turret reload time increased from 2 to 2.2s.

    • Now gathers Air intelligence as well as Ground intelligence.

    • Intel range increased from 200 to 250m.

  • Nakki 40mm turret converted to 68mm.

  • 74b-1 Ronan Gunship turn speed improved slightly.

  • BMS - Aquatipper and BMS - Ironship Armour Piercing damage mitigation reduced from 50% to 0%.

  • Dry Dock health increased from 4250 to 4650

  • A0E-9 Rocket health increased from 3600 to 5000

  • A0E-9 Rocket Platform health increased from 3600 to 5000

  • Artillery Garrisons

    • Tier 1 retaliation range reduced from 175 to 150m.

    • Tier 2 retaliation range reduced from 600 to 200m.

    • All Tiers have had their structural integrity improved by ~5%.

  • Anti-Tank Rifle Pillbox

    • Construction and repair cost reduced from 85 to 75 Basic Materials.

    • Health reduced from 950 to 800

    • Can now target infantry.

    • Firing rate increased by 50%

    • Damage decreased from 150 to 65

  • Improved the performance of Scout Vehicles whilst encumbered.

  • 74b-1 Ronan Gunship repair cost reduced to 200

  • King Jester - Mk. I-1 and 40-250 "Alekto" Heavy Cannon cost reduced from 1 to 0 Rare Alloys.

  • Added 250mm "Fury" Shell and Shatter Missile to the Factory, and made them available to both Factions.

  • Shatter Missile crate capacity increased from 1 to 5

  • Aalto Storm Rifle 24

    • Weight reduced from 215 to 200

    • Single-Fire mode:

      • Max range increased from 21 to 25m.

      • Max reachability increased from 26 to 35m.

  • Catara mo.II ammo capacity increased from 30 to 40

  • Booker Storm Rifle Model 838

    • Ammo capacity reduced from 36 to 30

    • Maximum inaccuracy increased by ~11%.

    • Stagger bonus removed.

  • "Dusk" ce.III shouldering time reduced from 1 to 0.7 seconds.

  • Tempest Cannon RA-2 Rare Alloys cost reduced from 100 to 35

  • Storm Cannon Rare Alloys cost reduced from 40 to 20

  • E681-B Hullbreaker Mine and 20mm added to Large Ship Storage Holds.

  • Alligator Charge

    • Converted to a Large Item.

    • Damage increased from 400 to 550

    • Weight greatly reduced

    • Now destroys Wrenchable structures instantly.

    • Cost

      • Basic Materials reduced from 150 to 100

      • Explosive Powder reduced from 160 to 80

    • Crate size reduced from 10 to 5

  • Light Vehicle Shrapnel damage mitigation increased from 40% to 85%.


Map Changes

  • Environment visuals have been updated across all three biomes.

  • Added Airfields to many maps in the world.

  • The Clahstra

    • The Treasury Storage Depot replaced with a Seaport.

  • Terminus

    • Added an Emplacement House to Therizó.


Other Changes

  • Added Faction specific rank names. A list of these names can be seen when hovering over you rank in the F1 menu.

    • An alert is now shown when you are promoted.

    • A global allied alert is shown when someone reaches a distinguished rank.

    • Added rank abbreviations to F1 rank tooltip.

  • The user's cursor is locked to the game viewport when in fullscreen mode.

  • Multiple binds can now use the same input key.

    • Binds can now be reset individually.

  • Gates no longer become translucent whilst closed.

  • Vehicle tooltips now show what fuel a vehicle uses.

  • 20 Nevile Anti-Tank Rifle has been renamed to Nevile Anti-Tank Rifle.

  • 20mm Anti-Tank Rifle ammo has been renamed to 14.5mm

  • Improved reliability of offline characters ("sleepers") spawning in some cases.

  • Optimisations:

    • Reduced the number of draw calls in some scenes.

    • Reduced hitching when travelling to a new area with lots of structures nearby.

    • Added LODs to structures and vehicles.

    • General minor performance improvements.

    • Improved server save game logic. This will reduce periodic moments of server lag in some cases.

  • Updated Credits screen.

  • Frequency of high intensity storms (Rainstorms with thunder, and Snowstorms with water freezing) increased slightly.

  • Profanity filter adjusted to resolve some cases of location names being censored.


Dev Branch Specific Bug Fixes

General Bugs

  • Quillback Torpedo

    • Is too large when dropped on the floor.

    • Is not available in the Mass Production Factory.

  • Client crashes related to aircraft.

  • Some non-Latin characters are not supported unexpectedly.

  • Degree symbol ° is not supported.

  • Some Aircraft Part icons have a low resolution.

  • One of the snowy fir trees has no collisions.

  • Some fir trees do not hide leaves when the player is nearby.

  • The View Steam Profile button in the player context menu opens the user's Steam profile.

  • One of the birch trees produce fire VFX too high when devastated by artillery.

  • Trenches remove the leaves from trees.

  • Signifer rank typo.

  • Bombers on map intel are associated with the artillery toggle on the map legend.

  • Server crashes.

  • Chinese characters are not supported.

  • There are various LOD bugs.

  • There is a memory leak regarding VFX.

  • There is a client crash with the Mercy catapults.

  • E681-B Hullbreaker Mine is in different categories between different types of stockpiles.

  • Grass render range is too small.

  • Auster’s Harness

    • Front satchel disappears when equipping the Paratrooper's Ruck.

    • Icon is lower quality than expected.

  • Paratrooper's Ruck is smaller than expected.

  • Shard queue message overlaps the Foxhole Airborne logo.

  • Aviator’s Raiment scarf and pockets are missing textures.


Structure Bugs

  • DAE 5b “Zeal” incorrectly displays 15m as its minimum range when first used.

  • DAE 5b “Zeal” and Leary AA-70 Bolas erroneously display the altitude value when not scoping.

  • Aircraft Depots, Aircraft Hangars, and Aircraft Runways are not assigned to the correct team at the start of a War reliably.

  • Some structures are hidden unexpectedly.

  • DAE 5b “Zeal” barrel recoils twice after firing.


Vehicle Bugs

  • Titan MG gunners are not holding the handles when in anti-air mode.

  • Some parts of aircraft cannot be repaired if they're too high above the player.

  • A passenger moved to the pilot's seat after Recovery Mode has no control of the aircraft.

  • Recovery Mode invulnerability does not end when the timer elapses.

  • Luminary Mk. II Harbinger and Toxot-902 “Blind Silver” cannot be packaged when approached from the side.

  • Das Krokodil by VAC is not aligned with the Shipyard when attempting to be constructed.

  • Some aircraft don't allow for swapping between the pilot's seat and other seats.

  • Aircraft past their health disable threshold cannot border travel.

  • Mines on the Bellweather by VAC's racks visually disappear even if assembling a mine is cancelled.

  • Some Aircraft payloads become stuck on one another if dropped in quick succession.

  • Passengers of V-5b Pegasus are not killed when certain parts of the aircraft are destroyed.

  • Paratrooper Aircraft can open their doors in the No Drop Zone.

  • Players near Paratrooper ramps obstruct the ramps from being opened.

  • BMS - Class 2 Mobile Auto-Crane is shy sometimes.

  • Several vehicle LODs were not activating as expected.

  • Type C - "Charon" bow turret has unrestricted yaw rotation.

  • Turret subsystems do not produce smoke VFX when disabled.

  • Aircraft occasionally spin-out after border travel.

  • Border travelling in Aircraft at some angles that aren't perpendicular to the Region border can cause the Aircraft to become stuck once travel is complete.

  • Region traveling into a region currently in a recovery mode does not pause the aircraft.

  • Reconnecting to your aircraft after a connection loss forces the passenger to spectator camera on reconnection of driver.

  • Region travel proximal to other aircraft with overlapping arrival points destroys an aircraft.

  • Aircraft fuel range can be increased by exiting the pilot's seat and gliding.

  • Logging out and back in to a gunner seat allows you to control the plane's control surfaces.

  • Cargo planes can not assemble crates directly from the Aircraft Depot.

  • Disabled turrets do not produce a smoke effect.

  • Submerged submarine battery gauge is always yellow.

  • Ship armour is deflecting surface water mine damage.

  • Das Krokodil by VAC build position is distal from the Shipyard.

  • Das Krokodil by VAC assembly speed is slow at the Seaport.

  • Bellweather by VAC exiting the gunner seat places you at the driver seat entry point.

  • Bellweather by VAC exiting the driver seat while reversing makes the player fall off the boat.

  • Bellweather by VAC driver name is not positioned over the wheelhouse.

  • Rinnspeir Ornitier-Class Gunship destroyed model does not match.

  • Type B - “Lucian” players can get stuck exiting the gunner seat.

  • 68A-4 Ronan Fathomer submerged surfaces look dry.

  • Vehicle turrets that have elevation control do not spawn in set to a valid visual pitch.

  • Strider bow and aft gun are missing reload animation.

  • V-5b Pegasus wheels spin while airborne

  • Tulka P4 Welkinrive engine support struts are disconnected from the airframe.

  • Rinnspeir Mk. I Zealot wings stop rendering at certain camera orientations.

  • Niska-Rycker MK. IX Skycaller wheel and tread textures are stretched.

  • AC-b “Trident” texture stretching on movable top deck parts.

  • BMS - Longhook texture stretching on the top deck.

  • Mercy MGs rotate 180 degrees when aiming at the stern of the ship.

  • There are various rendering issues whilst flying at the highest heights.

  • V-5b Pegasus wings become hidden when the aircraft is partially off-screen.

  • Walking out of the doors of the V-5b Pegasus does not deploy parachutes.

  • Rinnspeir Mk. I Zealot frame windows are visually broken.

  • V-1 Tzykalia clips through the BMS - Ironship when stored inside of it.

  • Aircraft Runway (Tier 2) build site limits the speed of small aircraft.

  • A51 Venti “Daedalus” can be destroyed by motorcycles driving under the aircraft.

  • Strider stern gunner can rotate further than expected.

  • BMS - Longhook has a stretched texture whilst being constructed.

  • Facility-Constructed vehicles cannot be repaired at the Garage.

  • Large Ship weapon inventories become unusable after border travel.

  • Mitigated Tulka I1.9 White Raven taking damage when performing a hard landing in the water.

  • Aircraft can be refuelled by Fuel Tankers whilst flying.

  • Large Aircraft entering the Aircraft Depot explode.

  • Poseidon does not always detect Aircraft for repairs.

  • Poseidon has some walls and gangways with missing collisions.

  • V-1 Tzykalia has flickering textures along the engines.

  • Rinnspeir Mk. I Zealot's wheels spin too fast when taxiing.

  • Tulka I1.9 White Raven weapon range is shorter than expected.

  • Passengers of Aircraft cannot see other players.

  • Mercy Cranes can pick up enemy Aircraft.

  • Luminary Mk. IV Herald wheels spin too fast when taxiing.

  • Passengers forced into a Paratrooper Aircraft seat whilst using Binoculars cannot exit the seat.

  • Planes at high altitudes are hidden to observers on the ground.

  • Rinnspeir Ornitier-Class Gunship wing collisions extend further than visually expected.

  • M925 Austringer Man-O-War torpedoes do not impart knockback on hit ships.

  • Strider bow turret can be disabled.

  • Poseidon construction time is set too low.

  • Mercy MG turrets do not have a disable chance.

  • Mercy Cranes cannot rotate fully until undeployed and redeployed.

  • Large Ship turret disable VFX are at the centre of the Large Ship.

  • The Mercy and Poseidon can repair or steal parts off of Aircraft that are flying nearby the Carrier

  • 68A-4 Ronan Fathomer light does not work.

  • Mercy Cranes sometimes are unable to pick up Aircraft from the catapults.

  • V-5b Pegasus clips through the BMS - Ironship when stored inside it.

  • Poseidon cannot interact with Aircraft at the bow of the Carrier.

  • Mercy has a small visual gap in the deck near the catapult.

  • Mercy part of the MG does not rotate with the rest of the gun.

  • Aircraft on the Poseidon's lift are placed too high after border travel.


Map Bugs

  • Ash Fields

    • Missing cloud cover

  • The Clahstra

    • Stuck spot near Weephome airfield.

    • Neon texture on slopes.

  • Clanshead Valley

    • Path adjacent to roads does not provide the road movement speed bonus.

  • The Gutter:

    • Floating fence near Kuoppa.

    • Relic Base with no name.

  • Heartlands

    • Some ground materials do not provide a road speed bonus.

  • Howl County

    • Roads stops short of a tie in near Slipgate Outpost Airfield.

  • Kalokai

    • There is grass covering a section of road south-west of Sweethearth.

  • Kuura Strand

    • Bushes in Garrison Houses.

    • World structures are Z fighting terrain.

    • Freighters beach trying to dock at Faden Point.

    • Terrain spike underwater.

  • Lykos Isle

    • Terrain spike inside the Aircraft Depot.

    • Vehicles cannot pass under a rock arch.

  • Olavi's Wake

    • Ladders can not be climbed.

    • Rock inside a Relic Base.

    • Z fighting at industrial Garrison Houses.

    • Koskinla has unusuable tracks at the marshalling yard.

    • There is a Train (track) to Nowhere south of Koskinla.

    • Koskinla concrete bridge cannot be driven under after being reconstructed.

  • Onyx

    • There is a hole in the terrain west of Dexam.

    • Riverbed is too high.

  • Palantine Berm

    • There is a hole in the terrain north of Vendett

  • Pari Peak

    • Tree on road near Kohina Base.

    • Riverbed is too high.

  • Piper's Enclave

    • Train Bridge south side ladder cannot be reached.

    • Some grass actors are clipping sideways into canal walls.

  • Reaching Trail

    • Foliage overgrows the road at The Knot.

  • Sableport

    • Missing cloud cover.

  • Stema Landing

    • Some canal walls have no collisions.

  • Tyrant Foothills

    • Shipyards are too close together to allow ship construction.

    • Riverbed is too high.

    • Lugria Coastal Gun is outside of AI activation range.

  • Umbral Wildwood

    • Grass on road at the Bulwark.

  • Viper Pit

    • Some ground materials do not provide a road speed bonus.

  • Weathered Expanse

    • Some parts of the map landscape are corrupted.

  • Wresta

    • Two Ratchets.

    • Latro Manor Coastal Gun is outside of AI activation range.

  • There are various issues with the border regions of the new southern maps.


Bug Fixes

General Bugs

  • The fallback font for unsupported characters does not work in all cases, resulting in some characters being blank.

    • Dev Note: A generic symbol should show when a character is unsupported.

  • Voice Chat unmutes itself after border travel.

  • Stamina can be recovered whilst sprinting in some circumstances.

  • Updated the message displayed when a player is kicked due to a server restart.

  • Wounded players are able to pick up Large Items.

  • Stamina continues to drain if the player begins refuelling a vehicle whilst sprinting.

  • The Buckhorn CCQ-18 is not observed by players who were not nearby as it was equipped.

  • There is a spelling mistake in the title of the Resistance Phase timer on the map screen.

  • Vehicle Event Logs do not note the quantity of items retrieved like other logs do.

  • Foliage is not removed when a server loads a save game in some rare circumstances.

  • Remex Garb does not reduce the encumbrance of Large Materials as the Gentleman's Peacoat does.

  • Stockpiles display an erroneous failure message when attempting to submit a crate that has reached its stockpile limit.


Structure Bugs

  • AI produce no FX when shooting at a build site.

  • Whilst mounted in a Garrisoned House window, aim stability is not reduced whilst aiming at extremities of the firing area.

  • Caoivish Church Garrisoned House ruined state has a stuck spot in it.

  • Facility structures turn into husks when hit by an AEON Rocket.

  • Stationary Harvester (Sulfur) displays with the upgraded version's name in the context menu even whilst un-upgraded.

  • Some structures unintentionally damage nearby vehicles when the structure is destroyed.

  • Stationary Crane operators exit inside of the Stationary Crane if the exit point is obstructed, getting said operator stuck.

  • The connection point of Bunker Corners on the chamfered edge does not count towards being connected to another Bunker in some cases. This could result in Bunkers being unexpectedly split into two when the Bunker piece connected on the chamfered edge is breached.

  • Bunker AI spotlights visually do not turn off if they run out of power during the day until the next night time.

  • Hit registration on Minefields degrades as the number of mines in the field reduces.

  • The Fire Suppression Room cannot be squad reserved.

  • Bunker Corner (Tier 3) chamfered edge trim is visually dry when the structure is wet.

  • A mount spot in the school Town Base variant is not marked with an X.

  • A bicycle can spawn at destroyed Emplacement Houses.

  • Bunker Base Upgrades can be transmitted through Pipelines.

  • The Engine Room can be built on Foundations.

  • Stockpile Logs are cleared if the structure is being upgraded when the server restarts.

  • Trench Intersection husks cannot be rebuilt until fully repaired.

  • Grass is not removed from the centre piece of Super Structures.

  • Trench Intersection (Tier 2) can be filled in with a Shovel.


Vehicle Bugs

  • Players are unable to exit a vehicle towing a trailer whilst based on the BMS - Aquatipper

  • Land vehicles do not take damage from being submerged in water if they are submerged whilst a server restarts.

  • Some vehicle turrets jitter from the gunner's perspective when the direction of rotation changes.

  • Some vehicle turrets face an invalid direction until they are first used.

  • Tripod weapons mounted on Gunboats have their aimline origin offset from the weapon slightly.

  • Drummond 100a headlight does not rotate with the vehicle's chassis.

  • Balfour Falconer 250mm is missing a full stop in its description.

  • Small Ships pop in to view when mounted in Spotter seats, or Large Ship driver's seats.

  • 86-Ka "Bardiche" turret gunner is called a cannoneer.

  • Dunne Fuelrunner 2d has two rear lights.

  • There is a gap in the water visuals between the doors of the Conqueror

Map Bug Fixes

  • Some mountains along region borders are missing collisions in various northern maps.

  • Acrithia:

    • There Is a tree obstructing train bridge approach.

  • Deadlands:

    • There is a stuck spot in a rock formation north of Iron's End.

  • Farranac Coast:

    • There is a stuck spot between some rocks north of Macha's Keening

  • Heartlands:

    • There is a tree in the road west of Deeplaw Post.

  • Sableport:

    • The lake north of Creeping Drought does not appear on the map.

  • Weathered Expanse:

    • There are some walls in the roads around Spirit Watch

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