Update 0.16

Release date: August 27, 2018

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  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 County 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
 * Resource 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 (in Westgate) 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

 * Weapons 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 Region
 * 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 Intelligence

Other Changes

 * 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 color 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 traveling 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
 * Barge traveled 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 equipping 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

Source
Foxhole Official Website.