Update 0.40

release date November 15th, 2020.

New Content

 * New Vehicle: Balfour Falconer 250mm
 * Class: Field Weapon
 * A heavy mobile mortar platform fitted with a thick frontal shield for assaulting fortified locations
 * New Vehicle: H-10 “Pelekys”
 * Class: Light Tank
 * The “Pelekys” H-class light tank is heavily modified with an open top chassis and equipped with a devastating long-range anti-tank cannon
 * New World Structure: Border Base
 * A special base that spawns near Frontier borders
 * Designed to help an invading force gain a foothold into a region
 * Are built automatically by any player that uses it
 * Include starter equipment (which varies depending on global population)
 * Designed to reduce the impact of "border lockdown" on queue sizes

Expanded Win Condition

 * War Achievements
 * Faction wide goals that can influence the final outcome of the war
 * War Achievements are displayed on Map Screen and on War Monuments
 * There are currently 9 faction wide War Achievements available
 * There are now up to 8 Win Conditions instead of 2
 * Crushing Defeat - Your faction has no War Achievements
 * Defeat - Your faction has 1 or more War Achievements
 * Close Defeat - Your faction has 3 or more War Achievements
 * Valiant Defeat - Your faction has 6 or more War Achievements
 * Pyrrhic Victory - Enemy has 6 or more War Achievements
 * Close Victory - Enemy has 3 or more War Achievements
 * Victory - Enemy has 1 or more War Achievements
 * Decisive Victory - Enemy has no War Achievements

Gameplay Changes

 * Overhauled AI Suppression system
 * AI structure flags now flash when they are suppressed
 * AI structures remain suppressed for longer
 * Suppression capability of all weapons have been rebalanced
 * Suppression resistance of all structures have been rebalanced
 * Players mounted in Suppressed structures can't fire their weapon
 * Structure damage model
 * Structures are now immune to Small Arms
 * Build sites remain vulnerable to Small Arms damage
 * 12.7mm/14.5mm can still damage Tier 1 structures (Foxholes, Watch Towers, T1 Bases, etc)
 * Unique SFX is played when 12.7mm/14.5mm weapons damage a structure
 * Border travel invincibility now has a cooldown so players will still be vulnerable to damage when border travelling in quick succession
 * Players in the Gunner position of open top vehicles now gain 25% more sight range
 * Deployment Points (Garrison Size) at Town/Relic Bases in friendly starter region will always grow to a minimum size, even when no players have their spawn point set
 * Frontier Borders
 * Map intelligence and attack alerts are disabled near Frontier Borders
 * Frontier Borders now appears as red on the map
 * All vehicles except Motorcycle, Bicycle, and Field Weapon classes can now run over fences

Game Balance

 * UV-24 “Icarus” inventory increased from 3 to 8, but it only holds RPG shells
 * HH-d “Peltast” cost increased from 45 to 55 Refined Materials
 * Structures are no longer buildable on roads (except for Tank Traps and Gates)
 * Gates now require a Construction Vehicle to build and upgrade
 * Mortar Shell Armour Piercing removed from the game
 * Storm Rifle cost changed from 20 Refined Materials to 165 Basic Materials per crate
 * Storm Rifle crate size reduced from 20 to 10
 * LMG now cost changed from 20 Refined Materials to 165 Basic Materials per crate
 * LMG crate size reduced reduced from 20 to 10
 * 7.92 Crate size reduced from 40 to 30
 * 12.7mm damage has been unified across all weapons
 * Average damage has decreased by 5-10%
 * 14.5mm damage has been unified across all weapons
 * Average damage has increased by 5-10%
 * 12.7mm and 14.5mm are no longer stackable
 * 12.7mm and 14.5mm ammo deal ~13% more damage to Shippable structures (e.g. Emplaced Weapons)
 * Foxhole
 * Health has been reduced by 30%
 * Explosive mitigation reduced
 * Can be destroyed by 2 HE Grenades now instead of 3
 * High Explosive Grenade
 * No longer requires tech
 * Basic Material cost reduced from 180 to 100
 * Explosive Material cost reduced from 40 to 10
 * Crate size increased from 20 to 30
 * Production time reduced
 * Stockpile retrieve time reduced
 * Damage reduced by 30% (to avoid indirectly buffing infantry anti-tank capability)
 * Starter bases now include 100 HE Grenades
 * Garrison Camp (T1 Town Hall) health increased by 60%
 * All Colonial Light Tank variant health increased by 2%

Other Changes

 * New server optimizations
 * Maximum player capacity per region increased to 200
 * Comms Rating
 * The system is designed to encourage quality and relevant use of communication tools
 * Players will now have a rating associated with their profile, which is influenced by player reports, up/down voting, and other factors
 * Players with a low rating will have limited World Chat, Sign Posts, and Map Post capability
 * Input hints now properly reflected remapped keys
 * Player Profile screen has been removed
 * NOTE: Profiles are undergoing a redesign and will be back in a future update
 * Character Appearance options can now be accessed by using the Barracks structure in the Home Region instead (the structure the player spawns in front of)
 * Monument UI has been redesigned
 * New visual layout that displays War Result and War Achievements
 * Legacy commend leaderboard has been removed
 * The message displayed when a spot in the queue is "reserved" has been updated to reflect the current functionality (player is highly prioritized, but not guaranteed to get back in at all times)

Bug Fixes

 * Players sometimes are exited to the main menu when border travelling with the message Faction limit exceeded
 * Reaction fire on Bunker Garrison structures were not working consistently
 * When new inputs are added to the game, existing key mappings become disabled
 * After a server restart, in rare cases Structures/Structure Crates can't be submitted to stockpiles
 * Storm Cannon shots can deflect off Tank Armour
 * T5 “Percutio” shots sometimes don't register under poor networking conditions
 * Field Weapon & Bicycle UI informs users to refuel even though they don't use fuel
 * Character state desyncs and input is lost in some cases when using binoculars when in vehicles
 * Enemy structures can be repaired
 * Structures can no longer be built underneath structures like docks
 * Petrol sometimes isn't transferred to the public stockpile at the Refinery after expiry
 * Grenade weapons can sometimes collide with the area in front of Bunker Bases
 * Roofs do not become visible again on houses if the player exits by mounting a vehicle
 * Rocket Site help tooltip contains outdated information, referencing "Upgrade Parts"
 * A Shipping/Resource container can be placed on a barge with a Crane already on it
 * Unintentional shadows flickering occurs at certain parts of the day/night cycle
 * Crane arm can be climbed to get to higher elevation
 * If a Shipping Container is packaged while another player is withdrawing from it, the item being retrieved is destroyed
 * Storm Rifle audibly shoots twice instead 1 in Single Shot mode
 * A notification "Something went wrong" is sometimes shown when trying to submit order at Mass Production factory
 * Map Bugs
 * Farranac Coast: Bone Haft has floating rocks and bushes
 * Oarbreaker: Flatbeds keep dropping off of the bridge near Conclave

Source
Foxhole Official Website.