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Update 20 - Foundation of War is LIVE!



The biggest update in Foxhole history is live! The entire game has been revamped with a Visual Overhaul, World Redesign, Urban Warfare, and full fledged end game content like Battle Tanks and Ballistic Rocket super weapons.

Welcome to the new Foxhole...

https://youtu.be/FKWCmW6h1I8

URBAN WARFARE

Fully realized town environments that have been built from the ground up, taking urban combat to a new level. Players can now enter the interior of buildings to take cover or climb on top of ruined houses to gain a high ground advantage, resulting in prolonged street battles. Abandoned buildings can be garrisoned and built into mortar emplacements or outposts, providing even more tactical options for town sieges.



MORTAR EMPLACEMENT HOUSE
A fixed Mortar built on top of a house that can be used to directly target and fire at attackers during a siege.



SAFE HOUSE
Special Garrisoned Houses in towns that act as support bases in the case of a siege.



BATTLE TANKS

The heaviest armored vehicle to date, the Battle Tank requires a crew of 5 to operate and a strong supply line to deploy effectively. This devastating machine of war introduces the unique role of the tank engineer, that is tasked with repairing and ammunition management.



LANCE-36 Tested and iterated and meticulously designed in the heart of the Velian capital of Damokratos, the Lance is the absolute workhorse of the storied Colonial armour division. Each bolt inspected with utter perfection. Every gear carefully calibrated, greased and maintained. Additional plates of armour were added after identifying several distinct vulnerabilities. Its Weight, speed, and ballistics are designed and produced with rigorous efficiency. Despite fleeting Warden efforts to plagerise the design, there isn’t another vehicle so capable as the Lance; There isn’t another army like the Colonial Legion. Both are destined for glory.



FLOOD MK-1 When Cormac Flood designed this, the Warden’s newest armour, they knew it needed to compete with what was, at the time, a far more versatile Colonial assault division. During the burnout of the Great Wars, Flood tore apart an abandoned Colonial Lance. With new knowledge gained, he applied his skill as craftsman and engineer to design a vehicle that was more efficacious and could out-maneuver or out-gun anything the Colonials could throw at it.



AMMUNITION FACTORY
New unique factories have been added to the world that are capable of producing specialized shells for tanks. Factions that capture and hold these strategic objectives in the world will be able to add high explosive, armor piercing, and shrapnel tank shells to their arsenal.

BALLISTIC ROCKET SUPER WEAPON

Reactivate ancient Ballistic Rocket Sites in the world. These end game super weapons demand the highest level of team effort to achieve, requiring logistics, recon, and combat roles to all work together. Rockets are capable of leveling entire towns, permanently changing the landscape of war.

For more information on how the Rockets Function, see this fantastic walkthrough video from community member I Saw A Bear:
https://youtu.be/hrMJ6WKcmW8



VISUAL OVERHAUL

Every square kilometer of the world has been recreated with higher fidelity assets, improved lighting, and densely populated environments, creating a richer battlefield.



ADDITIONAL HIGHLIGHTS

In addition to the highlight features above, we've made numerous other changes in this sweeping update.
  • Tier 2 Sandbag Walls for fortifying urban environments
  • New Dynamic Camera system that zooms for a strategic view
  • Radio Backpack now automatically generates map intelligence
  • New Garrisoned Building features like mountable windows




RELEASE NOTES


There other improvements, changes, and bug fixes in this update. Read the full release notes for the details: http://www.foxholegame.com/blog-1/0-20-release-notes

Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.

Update 0.19 : Refined Fuel Advanced Mining




REFINED FUEL & ADVANCED MINING


Fuel can now be processed into Refined Fuel at the Refinery. This new resource is a more efficient version of fuel, which will help drive high consumption vehicles like Armoured Cars and Light Tanks.

In addition, Refined Fuel can be used at the new Advanced Mining Facility, which is now available to build at Scrap and Sulfur Mines. This will enable resource Heaps to be produced, which are higher yield orders of Scrap and Sulfur. Claiming and building Advanced Mining Facilities will significantly increase resource output near the front.

In future updates, Refined Fuel will be used to power new advanced vehicles and structures.




GRENADE TRAJECTORY UI


The trajectory indicator for grenades has been improved. It now clearly shows when the trajectory is obstructed by the environment or other objects.




UNREAL ENGINE 4.20 UPGRADE


The internals of the game have been updated with a newer version of the Unreal Engine. This will enable future optimizations and improvements to the game.




RELEASE NOTES


There other improvements, changes, and bug fixes in this update. Read the full release notes for the details: http://www.foxholegame.com/single-post/2018/11/15/019-Release-Notes

Beware: Sniper Rifles have also been added to World Conquest in this update.

Don't forget to follow the Foxhole Youtube Channel and Twitter Feed for the latest news on upcoming updates.

Update 0.18 : Dead Harvest (Zombie Mode)



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


DEAD HARVEST EVENT


Prepare for our first Halloween exclusive game mode, The Undead Harvest! Play as the undead or survive against them! Watch the video below to get all the details on this limited time event.

https://youtu.be/kO9_5JBILVo


The event goes live on Thursday at 11AM EDT and will last for a week. The devs will be joining the Dead Harvest when it starts so this will also be your chance to play with the team!

After the event goes live, it will be accessible from the Travel Map screen.

Daily Deal - Foxhole, 40% Off

Today's Deal: Save 40% on Foxhole!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Friday at 10AM Pacific Time

Major Update 0.17 : Industry of War is LIVE!



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

Due to the complexity of Foxhole, whenever we make big updates to the game like this there is always the risk that we break something or introduce new problems. Please let us know on Discord or Reddit if you encounter any issues. We’re always open to feedback and conversation :)


Facilities


Facilities can now be constructed at certain world structures to extend their functionality. For example, Garrison Facilities can be added to Forward Operating Bases to allow non decaying structures to be built nearby. When Facilities are built, new visuals are added to the structure to indicate the new functionality. This currently only happens on the redesigned structures like the Refinery and Factory, but it's a feature that will eventually come to all structures. In the future we hope to add new facility types to enable even more customization to structures.




Industry & Economy Improvements


We've made many changes to the economy that we hope will enable more choice, progression, and dynamic situations for players. Instead of having logistics predefined by the level designer, players are now free to choose where their logistics centers are and when they will be there. Every single town in the game now has an industrial wing that can be built up for production, refinement, and storage. This allows players to define their own supply lines and to make strategic decisions on whether to risk having their logistics power closer to the front or to slowly build up safely behind friendly lines. We've also redesigned the logistics structure assets as part of our ongoing visual refresh.



To support this new economy, new resources have been introduced. Tech Parts now refine into Research Parts, which are used to advance the Tech Tree, and Upgrade Parts, which are used to build Facilities.


Redesigned User Interface


For the first time since the start of the project, we’ve done a complete redesign of the user interface. Our goal was to preserve the utilitarian and immersive nature of the existing UI, while adding in flexibility for future expandability and improving the overall cohesiveness and visual polish. In short, we wanted to make it easier for us to add new gameplay and quality of life features in the future (the old UI architecture often made it difficult to make any changes) and also to add a new coat of paint to the visuals. We’ve been very cautious, but let us know if any workflows have been broken and we can fix them in future updates.



Improvement Highlights
  • Item Categories - Tabs to organize item categories on Production and Stockpile screens.
  • Faster Item Retrieval - The stockpile screen no longer closes when retrieving items.
  • Factory Screen - One screen displays all production information so all orders and queues can be managed in one place. Items can now be individually removed from an order before submission without the need to cancel the entire order first.
  • Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning.
  • HUD - HUD elements have been pushed to the corners of the screen, removing the clutter from the player's view of the world.



Storage Facility


This is a new logistics structure that acts as a staging area for produced items at major logistics centers. It behaves like a “stockpile for crates”. Initially this will be useful at Port Bases, where produced crates can be efficiently stored until a supply line driver can come by pick them up. This essentially allows producers to be decoupled from delivery and generally allows for more logistics flexibility and planning.




Friends List


You will now be able to mark other players you meet on the battlefield as friends. You can do this either through the ALT-click player context menu or via the operations player list. Friends are always displayed on the HUD player list so it’s easy to know when they are online and convenient to whisper to them.

We’ve seen many players share incredible war stories about meeting strangers on the battlefield and working with them to overcome incredible odds. Players will now be able to get in touch with these prior comrades in future wars.




Fisherman's Row V2


Fisherman's Row has received a complete redesign and has been expanded to be a full conquest region. This will allow us to support more players in the Conquest during high population situations. Much like Great March and Reaching Trail, it will exist as a stand alone region but there are plans to connect it to the mainland via water travel in the future.



Land and sea are married in the new layout, with the inner body of water being surrounded by observation towers, so the more of the ring that either faction controls will directly affect the radio intelligence of their navy. Our hope is that this will lead to more pivotal naval engagements and exciting amphibious landings across the map’s many beaches.




FCL Season 3


Season 3 of the community run Foxhole Competition League starts this update. For this new season, a new custom map has been created that is tailor made for these events. To register a team, head to the FCL Discord.




Other Key Changes

  • Forward Bases now leave behind a "husk" when destroyed that can be claimed by the enemy with Facilities intact
  • Structure decay can be prevented by building a Garrison Facility at a nearby Base and stockpiling it with Garrison Supplies
  • Garrison Timer has been removed and replaced with a requirement to build Garrison Facilities
  • Bases now have a large fixed AI radius and Tunnel Networks are removed
  • Local voice chat is now muted on the death screen
  • Foliage visibility rules have changed to make it clearer when a player is hidden
  • Port Base layouts have been redesigned for more efficient logistics
  • Vehicles moving at slow speed can no longer be blocked by enemies


Key Bug Fixes
  • Character jittering making it nearly impossible to hit players
  • Players no longer spawn in unplayable areas during Home Region or Skirmish lobby rollovers
  • Local voice chat is now muted on the death screen
  • Water travel issues resulting in Amphibious vehicles getting onto land



Release Notes

There's a ton of other changes, game balance, and bug fixes! Refer to the release notes for all the details: http://www.foxholegame.com/single-post/2018/09/26/017-Release-Notes

Due to the big changes in this update, we've also provided an FAQ to help clarify why certain changes have been made.

The next World Conquest starts on Thursday, Sep 27th at 11AM EDT.