Update 0.34

Hotfix 0.34.8.5
Release date: March 6, 2020 Bug Fixes
 * Civic Center was showing as 50 Upgrade Parts required when it should be 10
 * Shipping Containers would sometimes show the incorrect number of Squad Storable Crates

0.34 Initial Release
Release date: March 4, 2020

New Content

 * New Modular Structure: Bunker Base
 * A Forward Operating Base that's built directly into a Bunker network
 * Provides Infrastructure for nearby connected Bunker and Trench segments
 * New Modular Structure: Bunker Ramp
 * A ramp that enables access to underground Bunkers
 * New Bunker Modifications: Infrastructure Modifications (See Infrastructure System for details)
 * Infrastructure Mods are used to decorate and "tech up" your Bunker Bases
 * Infrastructure Mods can be removed only by the builder of the attached Bunker
 * Garrison Infrastructure Mods
 * Bunks
 * Lockers
 * Dish Wash Station
 * Latrine
 * Kitchen
 * Pantry
 * Command Infrastructure Mods
 * Workstation
 * Computer Module
 * Radio Station
 * Chalk Board
 * Strategic Map
 * New Structure: Buildable Sign Post
 * Allows players to leave messages behind in the world
 * Sign Posts can be up/down voted, which will increase/decrease their lifespans
 * The distance at which sign post messages appear is configurable in the Options menu

New Features

 * Infrastructure System
 * Bunker Bases have their own mini "tech" progression called Infrastructure that determines what Mods are available for nearby connected Bunker segments
 * There are two types of Infrastructure progressions, Garrison and Command
 * Infrastructure progresses at a rate that scales up with the number of nearby, connected Infrastructure Mods (at a diminishing rate)
 * E.g. Building Bunks and Lockers will speed up Garrison Infrastructure progression
 * Bunker Upgrades that are unlocked by Infrastructure are shown on Base map tooltips
 * Bunker Upgrades that require Infrastructure no longer depend on the Tech Tree
 * Region Zone Tooltips
 * Hovering over a region in the world map now shows information about that region
 * Facility Efficiency details are shown
 * Revamped Lore System
 * New user interface for displaying Lore that supports better formatting
 * Lore can now include sound and/or additional visuals
 * Lore content has been refreshed in many cases

Experimental Features

 * Squad Storage
 * Enables Squads to securely store Crates/Vehicles at Storage Depots
 * Capacity limited to 50 Crates / 3 Vehicles per Squad Member per Storage Depot
 * Squad Storage contents are transferred back to the public stockpile after ~50h
 * Submitting additional contents to Squad Storage at any time will extend storage time
 * Only Crates/Vehicles marked as Squad Storable can be submitted to Squad Storage
 * Newly produced Crates from Personal/Squad Factory orders are Squad Storable
 * Newly built Vehicle are Squad Storable
 * Crates/Vehicles submitted to a public stockpile are no longer Squad Storable
 * Squad stockpiles are shown in the map tooltip separate from the public stockpile
 * Squad stockpiles can be released to the public stockpile with an action button

Gameplay Changes

 * Bunker Garrisons (AI) no longer require power from Engine Rooms to activate
 * Facility Efficiency Changes
 * Facility Efficiency replenishment points occur 33% more frequently than before
 * Facility Efficiency replenishment points now occur at random instead of fixed times
 * Changes to support Squad Storage feature
 * Refinery orders can now be right clicked to access a context menu with the following:
 * Retrieve as Crates - Retrieves all the resources as Crates
 * Retrieve as Stacks - Performs the old RMB functionality of retrieving all
 * Material Crates can now be unpacked into item stacks at the Storage Depot
 * Refinery output is limited to a maximum of 10k Basic Materials or 5k for other Materials
 * Bunker Firing Ports can now be built facing an attached Trench

Map Updates

 * Heartlands
 * Bulwark (wall across Heartlands) has been completely redesigned
 * Complete visual overhaul
 * Players can now take up defensive positions along the wall

Game Balance

 * Storage Depots Crate limit increased from 100 to 1000 per Item type
 * Storage Depot Vehicle limit increased from 10 to 100 per Vehicle type
 * Civic Centers Upgrade Part requirement reduced from 50 to 10

Other Changes

 * Character Animations
 * Characters will now play idle animations on rare occasion
 * Various character animations have been updated/fixed
 * Visual and Sound FX
 * Updated structure destruction FX
 * Updated Howitzer firing SFX
 * Updated Pistol and Rifle SFX
 * Updated Storm Rifle SFX
 * Tier 2 Bunker visuals updated
 * New SFX/VFX are played when building a modification
 * Garrison Supply information on the Base screen has been moved to a new widget at the top
 * When attempting to transfer items from a Squad claimed vehicle, the Squad's name is now shown
 * Structure Build menu is now taller, no longer requiring vertical scrolling to see every structure

Bug Fixes

 * Driving over a Trench with a Landing APC can sometimes kill the passengers
 * Equipping certain items take longer than they should
 * Landscape holes are sometimes not removed during a rollover to Resistance/ Conquest
 * Mines on roads do not always appear to vehicles
 * Engine Rooms/Bunker Garrisons can't be placed too close to one another, even if separated by a Trench Connector
 * Trench Connector husks consume Garrison Supplies when they shouldn't
 * Foxholes firing at players can cause suppression through obstacles like walls
 * Visual damage states are not showing when a structure first enters visual range
 * When aiming inside a Bunker with your back against a wall and shooting out through a door, the aim line can get stuck on the wall
 * Tutorial 'Build' sign directs the player to build on an unbuildable surface
 * Relic Bases and Garrison houses no longer fire at Moderators with Moderator tags on
 * Containers on a Bridge float in the air after the bridge is destroyed
 * Map Bugs:
 * Great March: Structures can't be built in certain areas near the river on the west side
 * Deadlands: Bridge to abandoned ward is slightly raised so Motorcycles cannot cross
 * Farranac Coast, Jade Cove: AT turrets can be built floating over water in some areas
 * Oarbreaker: Forward Bases can't be built south of Skelter Course
 * Marban Hollow: There is a small landscape hole near the river in the north
 * Drowned Vale: wooden bridge causing vehicles to get stuck
 * Tempest Island: Rock inside the shipyard at The Iris

Source
Foxhole Official Website.