Update 0.14

Release Date: June 14, 2018

New Content

 * New Vehicle: Cargo Ship
 * A heavily armoured vessel that can permanently deploy into a forward base
 * Once deployed, Construction Vehicles can be built within it's vicinity
 * Redesigned Vehicle: Gunboat
 * New Warden variant model
 * Colonial model has been redesigned
 * Artillery and FMG turret locations have been reversed
 * Artillery and FMG mounted players are now inside the vehicle (and protected)
 * New World Structure: Forts
 * An ancient fort that has been repurposed into a remote operating base
 * New World Structure: Observation Tower
 * A tall lookout tower that provides map intelligence coverage over a very large area
 * New Conquest Map: Oarbreaker Isles
 * A new Conquest region designed specifically for amphibious warfare
 * Reaching Trail Expansion
 * Now supports 140 players
 * Great March Expansion
 * Now supports 140 players

Gameplay Features & Changes

 * Water Mechanics Changes
 * Players can now border travel on water
 * Stamina drain while swimming has decreased by 45%
 * Stamina no longer drains in water if player isn't moving
 * Water vehicles can now be entered while swimming
 * Vehicles can now drift (move slowly) on water even when out of fuel or disabled
 * Key Skirmish changes
 * Skirmishes are unique in the world (no more multiple instances of the same map running at once)
 * Reaching Trail and Great March have been expanded to support 140 players
 * Victory condition is consistent with Conquest now (claim all victory towns and build them to tier 3)
 * 3 hour time limit has been removed
 * Tech Tree is more comprehensive and has more branching choices
 * Oarbreaker Isles will be compatible with Skirmish mode
 * Key Conquest changes
 * A specific number of victory towns are needed to win the Conquest, not all of them
 * Conquest can optionally be extended to include Oarbreaker Isles, Reaching Trail, and Great March
 * New regions can open up several days after the Conquest starts
 * Conquest mode will be exclusive while it is active (Skirmishes won't be available)
 * The Travel Screen has been updated with general improvements and to accommodate the new Conquest regions
 * The World Map screen has been updated for the new victory condition
 * Barge
 * Ramp can now lower on any shore (as oppose to just Shipyards and Docks)
 * Can only move when there are 6 or less players standing on it
 * Model has been redesigned to include extra space for the driver to exit
 * Landing APC
 * Can only move when there are 6 or less players standing on it
 * Players can no longer stand on the cabin
 * Medical Station (previously only at Port Bases) is now included outside of Port Bases on some maps (Oarbreaker Isles) and can be destroyed
 * Shipyards have been removed from Weathered Expanse, Endless Shore, and Umbral Wildwood. This is a temporary change that was done to focus amphibious landings on the west coast of the mainland first.

Game Balance

 * Skirmish Tree Tech Tree has been redesigned
 * Now includes Landing APCs, Field MGs, Landing APCs, Cargo Ships, Gunboats, Radio Backpack, Garrison Camps, Half-Tracks, and Light Utility Vehicles
 * Conquest Tech Tree has been changed
 * Westgate, Farranac Coast, and Mooring County have changed
 * Minor changes to production structure distribution in Westgate, Upper Heartlands, and Callahan's Passage
 * Garrison Supplies increase Garrison Size growth by 5x rather than 3x
 * Tunnel Networks
 * No longer requires Tech unlock (available by default)
 * Has reduced damage mitigation against all weapon types
 * Requires CV to build
 * Basic Material cost increased from 100 to 250 Basic Materials
 * Mortars now require Blueprints
 * Half-Track cost has changed from 120 Basic Materials to 120 Refined Materials
 * Barge cost decreased from 170 to 150 Basic Materials
 * Barbed Wire cost has increased from 15 to 20 Basic Materials
 * Barge item capacity increased from 12 to 15
 * Tech Part drop rate decreased by 15%
 * Sticky Bomb distance increased by 40%
 * Gunboat
 * Light Artillery turret damage radius has increased
 * FMG turret can now aim further
 * Supply Drop item quantities have doubled

Other Changes

 * Border travel now must be manually triggered by pressing 'E"
 * Redesigned Travel Screen
 * Now includes more information such as exact queue counts, contested areas, travel connections, and more
 * Redesigned World Map Screen
 * #war-is-starting channel for War Correspondent has been retired
 * "Need Help?" tool tips have been updated (and new ones added for Tech Center and Refinery)

Bug Fixes

 * Westgate minimap doesn't match road layout
 * Gate at Dredgefort (Umbral, P15) is permanently blocked
 * Field Artillery can't be unlocked with wrench right after it's been built at a vehicle factory
 * Colonial Bunker exists in Old Ismoth Warden Base (Mooring County)
 * Returning to Home Region while driving a Barge with a vehicle loaded despawns the vehicle
 * Returning to Home Region while driving a vehicle with a passenger causes the passenger to travel to another region
 * When logging off as a player on the platform of a Barge, offline "sleeping" character is left behind floating in mid air
 * Warden player intel renders behind other intel on the map screen
 * Backpacks don't drop onto the floor if you die on the second floor of a Garrisoned House
 * Foliage occlude player's vision when driving in vehicles
 * Invisible wall stops trucks in the road at H4 in Callahans passage
 * Chain link fences can't be shot through
 * Warden pillbox exists inside a refinery on Umbral Wildwood
 * Truck sometimes takes no damage from Pillboxes
 * Sandbags can be used to exploit scrapping nodes
 * If player switches from driver to passenger seat while waiting for travel, vehicle will disappear after traveling
 * Players can enter vehicles through walls
 * Open Gates interfere with aiming at targets with the tank
 * Garrison Supplies can't be removed from Port Bases
 * Player exiting a vehicle can sometimes get stuck in an object and forced to re-enter vehicle
 * You can walk inside a mountain mesh in Mooring County at J14
 * UI reports that it takes days to complete some Blueprints even though it's actually a lot sooner
 * Players spawning on top of an Outpost can be stuck in each other
 * Can place build sites from the back of a vehicle
 * Gunboat gets stuck at Shipyard at the Gallows on Westgate

Source
Foxhole Official Website.