Update 67 Dev Branch Released
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
Neutral and destroyed structures are blue on the map.
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:
Tümmler by VAC
Class: Large Ship
Faction: Neutral
The Venchin Auto Corporation’s first foray into large overseas shipping vessels. The Tümmler is uniquely engineered to store, transfer, and safely transport large quantities of liquid from one continent to another or even directly to off-shore operations.
Structures:
Radar Bunker (Tier 1/2/3)
A specialized transmitter designed to detect enemy aircraft at a distance to provide early warning to operations in the line of attack. The antenna must be oriented to scan the desired airspace.
Pipe (Transfer Point)
Industrial piping that allows for automatic transport of various liquids and fuels into a network of pipes that connect to various facility structures.
New Features
Added FX for Amphibious Aircraft interacting with water.
All vehicles will now produce splash FX when falling into water.
Material Transfer Station now display its contents to Squad members of the reserved Squad on in the map tooltip.
Certain elements on the map screen and usernames can now have their colours edited in the Graphics Configuration menu.
Gameplay Changes
Players can now crouch/uncrouch during the following actions: reloading, equipping/unequipping items, attaching/detaching an accessory, using bandages, using a grenade.
Cross-Ocean border travel has been re-enabled.
The system is now more flexible, allowing the travel points to adjust if the outer-most ocean regions are disabled in a war.
Railway Track build ghost behaviour near the border has been improved to be clearer and consistent:
Railway Tracks can no longer stretch through the border wall manually. They can only pass through the border wall if snapping to a track on the other side.
Dev Note: This alleviates inconsistent build feedback, such as "Too steep", due to the neighbouring region's streamed terrain not having collisions.
Rail tracks must start inside the current region, they can no longer start snapped to a track across the border. A new placement error has been added that prevents this ("Placement is out of bounds").
Build feedback message priority has been re-ordered in some cases (ie. "Too far across the border" is shown before "Too high above ground" if both are active).
Returning to Home Region now reserved a spot in the player's original Region for 2 minutes, allowing for redeployment in the same Region.
The Observation Bunker (Tier 3) no longer collects intel on Aircraft.
Liquid Silos can now be directly attached to other Liquid Silos.
Balance Changes
The impact of damage on the Daimon aK-5 "Harpy" handling has been reduced.
Dev Note: The impact on handling was much greater than on Aircraft of a similar size.
KLG901-2 Lunaire F reload time increased from 2 to 3s.
Dev Note: This change reduced the DPS of the Lunaire, bringing it more in-line with the Cutler.
85V-G "Talos" range reduced from 40 to 37.5m
Map Changes
Several snowy maps have had their road decals converted to snowy versions to better blend with the road.
Wresta:
A southern bush with collisions blocking movement and building that was used across the whole region has been replaced with collisionless bushes.
Other Changes
Many tooltips have had minor mistake fixes and consistency improvements, along with some tooltips better explaining important mechanics for newer players.
Dev Note: Thank you to TheRedPeninsula for compiling feedback on these tooltips, highlighting issues and areas to improve.
Updated main menu social media buttons.
Map intelligence vehicle icons now rotate with the orientation of the vehicle.
Some vehicle intelligence icons have received visual updates.
War Start conditions viewed in the State of the War Tent now displays world structures.
Updated the packaged visuals for the Daimon aK-5 "Harpy" as it was much smaller than similar sized Aircraft.
Several security fixes.
Updated Leary Snare Trap 20 description as it was inaccurate after the introduction of Aircraft.
Bug Fixes
General Bugs:
Facilities can consume power over the 30MW limit in a network without penalty if power plants are producing enough to meet the over-limit demand.
"Out of ammo" tooltip does not adjust the message to consider a custom Reload bind.
Coastal Gun shots can land inside Large Ships, killing the crew below deck.
The removed Evil Eye Relic Base appears on the upcoming war start conditions.
Materials submitted to the Refinery does not count towards the Materials Submitted activity log.
Pinned map tooltips stop working if the structure is upgraded.
Structure Bugs:
Devastated Garrisoned Houses inspected in Upgrade Mode erroneously say they are being supplied by a nearby Base.
E680-S Rudder Lock is always visible when observed through smoke VFX.
Trench Roof modification has an inappropriate description.
Trailers cannot transfer or submit items into a structure's inventory or stockpile.
Vehicle Bugs:
BMS Overseer Sky-Hauler cannot be refilled by nearby fuel sources.
Aircraft with pilot-controlled guns do not communicate what ammo is fired by the pilot in their tooltips.
O'Brien v.200 Squire has a unique chassis name erroneously.
Type C - "Charon" tarp does not block bullets and projectiles from passing through it.
A51 Venti “Daedalus”, A59 Venti “Perdix”, Luminary Mk. IV Herald, and Luminary Mk. VI Emissary
Do not have packaged visuals.
Bombardier weapons are impacted by the damage modifier of the pilot.
Dev Note: The bombardier seats of these Aircraft now have low-velocity modifiers to maintain their balance. Their damage output has not changed.
Luminary Mk. IV Herald only has a small area where packaging can be initiated successfully.
Tulka I1.9 White Raven does not have packaged visuals when picked up by the Mercy's cranes.
Niska Mk. II Blinder gunner's hands are positioned incorrectly.
Players can clip through the rear of the Rinnspeir Mk. I Zealot.
Conqueror engines can be Wrenched from above deck.
Mercy and Poseidon base stockpiles are missing Submit Starter Kit and Loadout buttons.
BMS Black Bolt fireman runs in place if they enter the seat whilst sprinting.
Drummond Loscann 55c refuelling location is floating in the center of the vehicle.
Daimon aK-5 "Harpy"
Left tail damage impacts the handling of the right tail rudder.
Seats cannot be swapped between one another.
Turret vertical aiming can be inconsistent.
Map Bug Fixes
Naval Base Pre-Placed Railway Tracks have some spots where structures can be built over said Tracks.
Some Emplacement Houses start unconstructed despite its region being claimed by a faction at war start.
Callahan's Passage:
Some walls segments in White Chapel are missing snow.
Clanshead Valley:
There are several road blending issues.
Deadlands:
Some rocks along the Crumbling Passage border have no collisions.
Farranac Coast:
A beach north of Scythe Relic Base has inappropriate landscape paints.
A Garrisoned House on the north side of Jade Cove has rubble inside of it on some logistics layers.
3 world resource mines are missing from the north of the region.
Fisherman's Row:
Some signs on the island of Eidolo prompt interact despite having nothing to say.
Kuura Strand:
There are rocks floating in the water along the Menneen beach.
There are some road obstructions near the Nevish Line border.
Some roads are slightly disconnected from one another.
The Linn of Mercy:
There are several stuck spots in rocks in the east of the region.
Marban Hollow:
There are several road blending issues.
The Moors:
There is a hole in the ground east of Luch's Workshop.
Morgen's Crossing:
There is a stuck spot on the south side of The Bastard Sea bridge.
Nevish Line:
There are bushes in the road along the Kuura Strand border.
Ónyx:
A road headed to the border south of Dexam ends prematurely.
There is a hole in the landscape next to the southern Beholder's Span bridge.
Piper's Enclave:
A Garrisoned House by the Pan's Villa Seaport is elevated too high.
Reaver's Pass:
There is jagged terrain across the road from the Scuttletown resource mines.
Stonecradle:
There is a stuck spot in some rocks north-east of The Heir's Knife
Umbral Wildwood:
The waterline does not stretch all the way to the landscape in one spot to the west of The Strands river.
Weathered Expanse:
A tree is in the road of Weathering Halls.
There are several road blending issues.
Wresta:
There is a hole in the ground east of Toad's Plinth.




