Update 63 Dev Branch Released
- Clapfoot
- 3 hours ago
- 14 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
Region traveling towards a mountain will place the aircraft inside the mountain. This destroys the aircraft.
Render range of various grasses is too short while observed on foot.
Some special characters in user handles are not supported.
World map image has not been updated to reflect all map changes.
Mountain and other terrain feature visibility on the map has degraded.
Aircraft low on health can not region travel.
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.
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.
Large Leak repair cost increased from 35 to 50 Metal Beams.
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.
Balance Changes
Titan
120mm turret reload time increased from 2 to 4s.
150mm turret reload time increased from 2 to 6s.
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.
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 Pillbox
Construction and repair cost reduced from 85 to 75 Basic Materials.
Health reduced from 950 to 800
Targets infantry again.
Scout Vehicles
Improved the performance of Scout Vehicles whilst encumbered.
Drummond 100a, Drummond Loscann 55c, UV-5c "Odyssey", and UV-05a "Argonaut" inventory capacity reduced by 1
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.
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.
The user's cursor is locked to the game viewport when in fullscreen mode.
Multiple binds in different categories can now use the same key.
The Camera Controls category is excluded from this.
Gates no longer become translucent whilst closed.
Vehicle tooltips now show what fuel a vehicle uses.
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.
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.
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.
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.
Map Bug Fixes
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.

