







We will be rolling out the update to servers in stages in the next 24 hours. Servers that have not been updated yet will appear greyed out in the server browser. During the rollout period, you can still access the 0.13 client by switching to the "Update-0.13" branch on Steam via the "Betas" properties tab.​

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

Our goal is to continue to deliver regular content and features updates every 3-4 weeks. 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.

Release Notes (0.14.16 Hotfix)

Players now receive a warning notification when a Cargo Ship is about to deploy

Tunnel Networks are no longer difficult to build from certain angles

Players no longer unequip their weapons when walking into shallow waters

Trucks and Light Tanks no longer get stuck when driving down a Barge Ramp (though this still happens in some extreme edge cases)

Fixed landscape issues in Oarbreaker, West Gate, Farranac Coast, and Mooring County that hindered amphibious landings

Players no longer drop below the landscape when spawning at a Forward Base that is partially embedded in the landscape

Small beach rocks no longer prevent build ghost placement

"Build Rocket" button no longer appears when using some structures

Player input no longer gets stuck when getting queued while border travelling

CVs build ghost placement is no longer blocked near Cargo Ships on some shores

Release Notes (0.14)

New Content

New Vehicle: Cargo Ship

A heavily armoured vessel that can permanently deploy into a forward base

Once deployed, Construction Vehicles can be built within it's vicinity

Redesigned Vehicle: Gunboat

New Warden variant model

Colonial model has been redesigned

Artillery and FMG turret locations have been reversed

Artillery and FMG mounted players are now inside the vehicle (and protected)

New World Structure: Forts

An ancient fort that has been repurposed into a remote operating base

New World Structure: Observation Towers

A tall lookout tower that provides map intelligence coverage over a very large area

New Conquest Map: Oarbreaker Isles

A new Conquest region designed specifically for amphibious warfare

Reaching Trail Expansion

Now supports 140 players

Great March Expansion

Now supports 140 players

Gameplay Features & Changes

Water Mechanics Changes

Players can now border travel on water

Stamina drain while swimming has decreased by 45%

Stamina no longer drains in water if player isn't moving

Water vehicles can now be entered while swimming

Vehicles can now drift (move slowly) on water even when out of fuel or disabled

Key Skirmish changes

Skirmishes are unique in the world (no more multiple instances of the same map running at once)

Reaching Trail and Great March have been expanded to support 140 players

Victory condition is consistent with Conquest now (claim all victory towns and build them to tier 3)

3 hour time limit has been removed

Tech Tree is more comprehensive and has more branching choices

Oarbreaker Isles will be compatible with Skirmish mode

Key Conquest changes

A specific number of victory towns are needed to win the Conquest, not all of them Conquest can optionally be extended to include Oarbreaker Isles, Reaching Trail, and Great March New regions can open up several days after the Conquest starts Conquest mode will be exclusive while it is active (Skirmishes won't be available) The Travel screen has been updated with general improvements and to accommodate the new Conquest regions The World Map screen has been updated for the new victory condition

Barge

Ramp can now lower on any shore (as oppose to just Shipyards and Docks)

Can only move when there are 6 or less players standing on it

Model has been redesigned to include extra space for the driver to exit

Landing APC

Can only move when there are 6 or less players standing on it

Players can no longer stand on the cabin

Medical Station (previously only at Port Bases) is now included outside of Port Bases on some maps (Oarbreaker Isles) and can be destroyed

Shipyards have been removed from Weathered Expanse, Endless Shore, and Umbral Wildwood. This is a temporary change that was done to focus amphibious landings on the west coast of the mainland first.

Game Balance

Skirmish Tree Tech Tree has been redesigned

Now includes Landing APCs, Field MGs, Cargo Ships, Gunboats, Radio Backpack, Garrison Camps, Half-Tracks, and Light Utility Vehicles

Conquest Tech Tree has been changed

Westgate, Farranac Coast, and Mooring County have changed

Minor changes to production structure distribution in Westgate, Upper Heartlands, and Callahan's Passage

Garrison Supplies increase Garrison Size growth by 5x rather than 3x

Tunnel Networks

No longer requires Tech unlock (available by default)

Has reduced damage mitigation against all weapon types

Requires CV to build

Basic Material cost increased from 100 to 250 Basic Materials

Mortars now require Blueprints

Half-Track cost has changed from 120 Basic Materials to 120 Refined Materials

Barge cost decreased from 170 to 150 Basic Materials

Barbed Wire cost has increased from 15 to 20 Basic Materials

Barge item capacity increased from 12 to 15

Tech Part drop rate decreased by 15%

Sticky Bomb distance increased by 40%

Gunboat

Light Artillery turret damage radius has increased

FMG turret can now aim further

Supply Drop item quantities have doubled

Other Changes

Border travel now must be manually triggered by pressing 'E"

Redesigned Travel Screen

Now includes more information such as exact queue counts, contested areas, travel connections, and more

Redesigned World Map Screen

#war-is-starting channel for War Correspondent has been retired

"Need Help?" tool tips have been updated (and new ones added for Tech Center and Refinery)

Bug Fixes

Westgate minimap doesn't match road layout

Gate at Dredgefort (Umbral, P15) is permanently blocked

Field Artillery can't be unlocked with wrench right after it's been built at a vehicle factory

Colonial Bunker exists in Old Ismoth Warden Base (Mooring County)

Returning to Home Region while driving a Barge with a vehicle loaded despawns the vehicle

Returning to Home Region while driving a vehicle with a passenger causes the passenger to travel to another region

When logging off as a player on the platform of a Barge, offline "sleeping" character is left behind floating in mid air

Warden player intel renders behind other intel on the map screen

Backpacks don't drop onto the floor if you die on the second floor of a Garrisoned House

Foliage occlude player's vision when driving in vehicles

Invisible wall stops trucks in the road at H4 in Callahans passage

Chain link fences can't be shot through

Warden pillbox exists inside a refinery on Umbral Wildwood

Truck sometimes takes no damage from Pillboxes

Sandbags can be used to exploit scrapping nodes

If player switches from driver to passenger seat while waiting for travel, vehicle will disappear after traveling

Players can enter vehicles through walls

Open Gates interfere with aiming at targets with the tank

Garrison Supplies can't be removed from Port Bases

Player exiting a vehicle can sometimes get stuck in an object and forced to re-enter vehicle

You can walk inside a mountain mesh in Mooring County at J14

UI reports that it takes days to complete some Blueprints even though it's actually a lot sooner

Players spawning on top of an Outpost can be stuck in each other

Can place build sites from the back of a vehicle

Gunboat gets stuck at Shipyard at the Gallows on Westgate



