Update 0.20

Release date: December 12, 2018

New Content

 * Battle Tanks
 * Heaviest armor class in the game
 * 5-man crew with the following roles
 * Gunner
 * MG Gunner
 * Engineer (Repair & Ammo loading)
 * Driver
 * Commander
 * Ballistic Rocket Super Weapon
 * 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 map
 * 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
 * Offers 3 Facilities
 * Operating Post - Provides a spawn point and a base connection for AI structures.
 * Radio Station - Provide map intelligence.
 * Artillery Shelter - Structure can only be destroyed from the interior
 * Sandbag Walls
 * A taller and heavier version of the Sandbags structure that can be used to fortify large towns
 * Advanced Ammunition Factory
 * A manufacturing plant for producing advanced ammunition types
 * New Tank Ammunition Types
 * 40mm / 75mm
 * Balanced effectiveness against all targets
 * 40mm / 75mm Shrapnel
 * Anti-personnel shell that shatters into a large number of deadly bullets
 * 40mm / 75mm Armour Piercing
 * Anti-armour shell that is designed to penetrate heavy armour
 * 40mm / 75mm High Explosive
 * Anti-structure shell that detonates a high yield explosive charge on impact

World / Town Revamp

 * Complete design and visual overhaul of the entire world
 * Every town and village in the game has been redesigned
 * Farranac Coast general map layout has been redesigned
 * 3 major town areas - Jade Cove, Abandoned Ward, and Saltbrook Channel

Gameplay Changes and Features

 * New Dynamic Camera system
 * Zooms out when aiming far for a more strategic view of the battlefield
 * New Garrisoned Buildings
 * New building types:
 * Lots of new house variations
 * Coal Plant
 * Train Station
 * Windmill
 * More!
 * Garrisoned buildings now start as built structures that are neutral
 * Garrisoned buildings now require Town Hall to be claimed before they can be built
 * Garrisoned building “AI” windows can now be mounted by standing in the area marked as ‘X’ in the structure’s interior
 * Destroyed version of Garrisoned buildings now leave behind a husk that can be used for high ground and cover
 * Radio backpack now automatically captures intelligence at the location of the player (similar to how the L.U.V. captures intelligence)
 * Facilities now lose between 5-10 upgrade parts when the owning structure is destroyed

Game Balance

 * Forts no longer contain Garrison Facilities
 * Field Artillery damage mitigation against small explosives increased by 13% so that it's consistent with other lightly armoured vehicles (e.g. Half-Track, Armoured Car, etc)
 * Radio Backpack cost increased from 100 to 150 (to reflect it's new functionality)
 * Light Tanks no longer have a critical spot (but location based forward/side/rear damaged still exists)
 * Additional Forts added to center mainland conquest regions on the vertical borders
 * Mortar Shell no longer requires technology unlock
 * Gun Turret Health increased by ~100%
 * Gun Turret armor now has high mitigation against all damage types including AP and HE
 * Sticky Bomb damage increased by 25%
 * Sticky Bomb now deals Anti-Tank damage type (no armor mitgation on HT, LT, AC, BT)
 * Tank Stop Tech Parts increased from 150 to 450
 * Garrisoned House Tech Parts decreased from 1000 to 600
 * Tank Stop, Garrison House, Metal Wall, and Binoculars locations have been moved on the Tech Tree
 * Anti-Tank Mines removed from game
 * Light Tanks no longer have a critical spot and glancing shots have been removed

Other Changes

 * Visuals for indicating the state of an AI controlled structure have changed
 * When all regions are queued, low pop contested regions are highlighted
 * WarAPI - Added new APIs for casualties and total enlistments

Bug Fixes

 * Players sometimes spawn at an invalid location on the map after travelling to the Home Islands
 * Flash of green light that appears for a moment at dawn and nightfall on snow maps
 * If a player walks away from a vehicle, walks back, and re-enters is, there's a chance their input would get stuck until they relog
 * Entering any vehicle and then entering a CV will cause previous vehicle's icon is persist
 * When mashing Q and E entering a truck, player may enter a state where they can't move
 * Traveling across a region border in a vehicle at night removes the darkness overlay
 * Structures sometimes aren't removed when a build site is invoked, resulting in duplicate structures
 * Townhalls can sometimes drop items inside structure, making them impossible to pickup
 * Player mounted in Foxhole sometimes turns invincible after Foxhole is gone
 * Player can't drive vehicle after triggering "Door blocked" message
 * Non visible characters leave behind footsteps
 * Grenade trajectory doesn't display a red if throwing grenade flush to a wall
 * Player prompt displays 'Upgrade' for FOBs, when it should show '..to use" prompt
 * Cannot leave a squad if your name appears at the bottom of the F1 menu
 * Field Gun Artillery ammo does not appear on the explosives tab in the townhall
 * Endless Shore NE corner, there's a hole in the map boundary allows players to exit the play area
 * Grenade blast marks sometimes appear as pure black decals on Oarbrearker Isles

Source
Foxhole Official Website.