Update 0.17

Release date: September 26, 2018

New Content

 * Storage Facility
 * A large building used to store crates of weapons and equipment
 * Acts as a "stockpile" for crates
 * Upgrade Part
 * Technology that can be used to build structure Facilities
 * Refined from Tech Parts
 * Research Part
 * Technology that can be used to research new weapons, equipment, and structures
 * Refined from Tech Parts
 * Factory:
 * Visuals & UI has been redesigned
 * Now requires Facilities to produce each type of item
 * Refinery (New):
 * Visuals & UI has been redesigned
 * Now requires Facilities to refine each resource type
 * Fisherman's Row V2:
 * Map has been expanded and redesigned to be part of Conquest and to support a larger number of players
 * FCL3
 * This is an experimental map used for Foxhole Competition League events

Gameplay Features and Changes

 * Facilities
 * Facilities are upgrade modules that add new functionality to World Structures
 * Base Facilities:
 * Small Garrison - Prevents structure decay on surrounding structures when Garrison Supplies exist in the stockpile
 * Large Garrison - Reduces the cost of Garrison Supplies for preventing structure decay
 * Factory Facilities:
 * Small Arms - Enables the production of small arms weapons
 * Special - Enables the production of heavy and special weapons
 * Utility - Enables the production of tools and equipment
 * Medical - Enables the production of medical items
 * Supplies - Enables the production of supply items
 * Basic Materials - Enables refining Scrap into Basic Materials
 * Refined Materials - Enables refining Components into Refined Materials
 * Explosive Materials - Enables refining Sulfur into Explosive Materials
 * Base mechanics changes
 * Garrison Size no longer exists
 * AI radius is fixed to 80m for Forward Bases and 150m for Town Bases
 * Small/Large Garrison Facility is now required to upgrade bases to T2/T3
 * Forward Bases now leave behind a destroyed "husk", which retains built Facilities and can be claimed by the enemy faction
 * All Town Bases can be upgraded to T3, regardless of whether or not they are at a Victory town
 * Tech Part changes
 * Tech Parts can no longer be submitted to the Tech Center directly
 * Tech Parts are now refined into Research Parts (Tech Tree) and Upgrade Parts (Facilities)
 * Bad luck protection - Chance for Tech Part drop is now guaranteed over a certain period of time
 * Pistols & Revolvers have a much shorter time to stability when aim is invoked
 * Foliage Visibility mechanics changes
 * Players are now only hidden when they are standing still inside foliage
 * Previous Medical Lab structures have been converted into Garrisoned buildings
 * Decay timer resets incrementally with each repair strike, rather than all at once when a structure is fully repaired

Game Balance

 * Campsite is no longer available
 * Tunnel Networks are no longer available
 * Bases now have a fixed large AI radius now, rendering Tunnel Networks obsolete
 * Outposts are now available in Skirmish mode
 * AT Rifle damage increased by 50%
 * Port Bases start with 500 Upgrade Parts in their stockpiles
 * Upgrade Parts have been added to Supply Drops
 * Obtaining these during skirmish will be vital in getting a head start in Conquest
 * Port Base layouts have been redesigned
 * Forward Bases without Garrison Facilities / Supplies now decay at a very slow rate
 * Storage Box item capacity reduced from 18 to 15 slots
 * All Base structure item capacities increased from 12 to 15 slots
 * Refinery cost is changed from Scrap to Basic Materials
 * Refinery now requires a CV to build
 * Tech Parts
 * Tech Parts now retrieve from stockpiles at a faster rate
 * Tech Parts are no longer stackable
 * Tech Part drop rate increased by ~30%
 * Tech Part drop rate increased by an additional 50% in Skirmish mode
 * Tech Tree changes
 * Scrap Mine and Sulfur Mine moved to an earlier location in the Tech Tree
 * Scrap Mine Research Part requirement decreased from 800 to 400
 * Sulfur Mine Research Part requirement decreased from 800 to 400
 * Metal Wall Research Part requirement increased from 250 to 400
 * Howitzer Research Part requirement increased from 200 to 300
 * Smoke Grenade Research Part requirement increased from 200 to 300

UI Revamp

 * The user interface has been revamped across the board for improved efficiency, usability, and immersion
 * The visuals may take some time to get used to, so please be patient!
 * Let us know if there is a particular workflow that is slower/more painful than before
 * Key improvements
 * 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, increasing the viewable area for gameplay

Map Changes

 * Almost every town now has a Factory, Refinery, and Storage Facility
 * Trench asset has been updated
 * Port Bases have been redesigned for consistency and game balance

Other Changes

 * Friends List
 * Players can now mark players as a friend from any player context menu (ALT-click OR operations list)
 * Alert is now shown when you spawn into a region where your spawn point was destroyed
 * Improved robustness of initial server connection code, which reduces the chances of "No Home Regions Found" error
 * Create operation button is now hidden when the player is already in an operation
 * Vehicles moving at slow speed can no longer be blocked by enemies

Bug Fixes

 * Player jittering making it nearly impossible to land a bullet on said player
 * RPGs being lobbed over long distances using tall environment meshes
 * When the last friendly town in Mooring County gets destroyed, players spawn in darkness
 * Water travel to Weathered Expanse causes multiple vehicles to become stuck
 * Drawbridge build sites don't properly collapse into a Destroyed Drawbridge after a server reboot (resulting in the bridge vanishing completely)
 * Facing west will cause you to instantly lose accuracy
 * Player can not edit profile; Sees error 'Could not retrieve profile'
 * Fixed critical server bug that causes entire regions to be inaccessible during poor network conditions
 * Stockpile items lost sometimes after a region server reboot
 * Gate state (open / close) isn't properly restored after a region server reboot
 * Welcome to Foxhole! message sends after traveling between regions every time
 * Players able to easily shoot other players that are prone behind sandbags
 * Gates can be built in places where they intersect with the landscape, prevents them from being closed
 * If you enter a boat while your character is drowning, you can no longer swim until you die
 * RPG can't fire over sandbags, hits AT mines on the road instead of flying over
 * You cause friendly fire if you throw explosives at friendly backpacks on the ground
 * You are not able to fire an RPG above sandbags while crouching
 * Travelling from Endless to Umbral sometimes positions vehicles incorrectly (ie; facing east instead of south)
 * Voice chat is not muted despite Foxhole being put into the background
 * After border traveling it is possible that your chat channel is set to nothing
 * Looking through binoculars and closing tank hatch causes crosshair to aim strangely
 * Players can fire out of Fortress Bunkers without facing proper direction
 * Metal bridges over trenches cause slow driving speed
 * Jumping off waterfall in Umbral Wildwood Q8K8 results in you can swimming in the air
 * Setting spawn at a Regional HQ and rejoining this region (from Home Island) consumes 1 Soldier Supply Works with every regional HQ
 * Local voice chat is now muted on the death screen
 * Map bugs
 * Players spawn in the water or other unplayable areas after a Home Region or Skirmish Lobby rollover
 * Central road and road just outside of Colonial Portbase Oarbreaker acts as if it's off road
 * Traveling from Deadlands to Farranac on land can place player in water
 * Vehicle Factory at Luch's Workshop in Mooring County buried in snow
 * Townhall in Oarbreakers, the Report, is raised above the ground
 * The Reaching Trail; Ice Ranch tag far removed from Townhall
 * Road outside Camp Posterus causes vehicles to slow
 * Barges are teleporting onto land in Westgate when travelling south from Farranac Coast
 * Very top right of the Umbral map (around T1) will show player at 0x0 on the map
 * Floating wall in Umbral Wildwood N7k5
 * Smoke effect above ground at L11k1 Umbral
 * Road in Southwest Deadlands / Southeast Farranac don't match up when traveling, goes from road to offroad
 * Random snow texture at C19 Umbral Wildwood
 * Snow footprints / vehicle tracks appear in mud/stone landscapes in Deadlands - D10K4
 * Weathered Expanse P13, most of the beach are cliffs, can't land troopship, drive APC up
 * If player goes to the northern, or southern border of Great March, the player location icon will be placed at A1k7
 * Road on map near Morrighan's Grave doesn't exist in world

Source
Foxhole Official Website.