







Our goal is to continue to deliver regular content and features updates on a monthly basis. If you are enjoying these updates, please take the time to write us a review on Steam. Thanks for continuing to support the development of Foxhole.

If you are having problems with any input, please reset your keyboard bindings to default in the options menu.

0.16.16.5 Release Notes

Fixed client crash that sometimes occurs when dying in the middle of another action

'O' key can now be bound to an action again

Voice chat connection state is now indicated in the chat window

0.16 Release Notes

New Content

Scrap Mine:

Produces Scrap using Fuel as a resource

Sulfur Mine:

Produces Sulfur using Fuel as a resource

New Communication Tools

Operations

A new tool that allows players to form groups around objectives

Operations have a dedicated voice and text chat channel

Operations have a dedicated player list on the HUD

Right click on a name in the player list to bring up a context menu to mute players

Operations are cross region

New Voice Engine

Vivox is now the main engine used for voice chat (see their website for details)

Push 'G' to talk to your Operation group

Text chat improvements

A new tab system has been introduced (Though it's currently only available for operations. We hope to expose it further in the future)

Scroll location stays in place even when a message comes in

Better use of colour to differentiate text chat channels

Text chat window visuals have been updated so it's clearer to tell when it has focus

Map Changes

Reaching Trail has been heavily redesigned

Mooring Country has been heavily redesigned

Umbral Wildwood layout has been redesigned

East coast regions have been redesigned to include amphibious landing zones

Water travel between Deadlands and Farranac Coast / Endless Shore is now available

Mines have been added to mainland World Conquest regions

Terra, Vulpine Watch, and the road between Iron's End and Spine have been moved so that they are further away from the region borders

Refinery has been moved from Thunderfoot to Stray in Umbral Wildwood

Ceo Highlands has been modified so that it doesn't provide an unfair vantage point

More natural barriers added to region borders to prevent free access to partisans

Scrap and Sulfur field locations have changed through out the conquest mainland

Gameplay Features and Changes

Weapon Mechanics Revamp:

New Stability system: All weapons are more accurate when you wait for them to stabilize first (stability level indicated by how far apart the reticule lines are)

"Running and gunning" is much less effective now

Certain weapons take longer to stabilize after moving than others

Certain weapons take longer to stabilize after firing than others

Accuracy has been tweaked across all weapons

Weapon stability can be visualized when entering the shooting range in the home regions

Camera now dynamically moves ahead for the driver of a vehicle, making it easier to avoid obstacles in front

Game Balance

Tunnel Networks no longer decay

Scrap fields now spawn 20% more nodes

Tank Trap cost reduced from 20 to 15 Refined Materials

Storm Rifles no longer require Blueprints to produce

Barracks inventory capacity increased from 12 to 15 slots

The time it takes a completed Factory order to move to the public inventory has been increased from 30 to 45 mins

Skirmish Tech Tree now includes the HMG

Forward Bases no longer provide map intel

Other Changes

Network logic for player activities has been reworked for increased robustness

Reload bug has finally been fixed as a result of this change

"Mission Objectives" have been renamed to "Squad Markers"

Moderators will now have a unique name tag colour in-game

Bug Fixes

Wind visual effect on foliage is stronger on medium/low settings and causes FPS drop

Foxhole is invisible from any angle when intersecting with grass

In Umbral Wildwood, northern border travel zone queues player for Heartlands instead of Endless Shore

Vehicle drivers can see players outside of vision zone during night time

Distorted sound effect plays loudly when travelling between regions

Commander can continue to fire Pistol after closing hatch on tank

Sometimes hits from Hammer / Sledgehammer won't register, skipping every other hit

Another player firing a shotgun launches your character backwards

Barged travelled onto land at the Gallows/Victa crossing

Players that load on your screen are given outlines through walls for a second

Stuck spot on the river in Deadlands F6K1

Players are able to repair defensive structures from inside Bunkers, Pillboxes, and Gunnests

Can keep stockpile UI open even after getting out of vehicle

Can get stuck in geometry behind the Victa hospital in Farranac Coast

AT Mines visually explode in the wrong location after running them over

Footprint trails appear on what should be hard / solid surfaces

Player can run while firing SMG

Oarbreaker road not properly reflected on map near The Report (G17k1)

Fixed floating tree on Warden Home Island

Leaving Skirmish doesn't reserve your spot when you reconnect immediately

No animation exists for equiping Bayonet while crouched

Barracks placed on slopes with the front facing into the cliff will spawn you under the ground

Cliffs and shore in Deadlands F7k8 have elements (trees, grass) floating above player

Players can launch themselves into the air using a gate and high latency

Player can move around with map open, after opening and closing chat with the map open

If Player mashes Q (enter) while repairing a vehicle, or structure which can be entered (ie; Pillbox), they will continue to repair while in the vehicle

Entering vehicles while prone does not unequip your current weapon

Ammo doesn't refill after reload animation plays back under high network latency conditions



