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=== GAMEPLAY FEATURES & CHANGES ===
 
=== GAMEPLAY FEATURES & CHANGES ===
 
*Supply Drops
 
*Supply Drops
**Players can now travel to neighboring regions at any location along the border, not just at roads
 
*Players that die in a region with no Home Town must respawn at the Home Region
 
*[[Campsite|Campsites]] can now be built near a region border
 
**Act as short term spawn points during incursions into a region
 
*World Structure distribution has changed across the entire Conquest mainland
 
*[[Field Machine Gun|Field MGs]] now require [[Blueprint|Blueprints]] to produce
 
*World Travel reliability has been improved
 
*Lots of World Conquest bugs fixed!
 
*Game Balance
 
**[[Garrison Camp]] health increased by 10%
 
**[[High Explosive Grenade|HE Grenade]] and [[Frag Grenade]] [[Explosive Materials|Explosive Material]] requirement reduced by 50%
 
**[[Scrap]] nodes now yield 30 resources
 
**[[Components|Component]] nodes now yield 30 resources
 
 
=== One World Experience (V1) ===
 
*Main mode of play no longer uses the server browser, as all players participate in the same persistent war
 
*Players select their faction and then proceed to enter the world, starting at the Home Region
 
*View the state of the persistent war using the War Tent in the Home Region
 
*Travel to skirmish locations and the Conquest mainland from the World Travel Tent in the Home Region
 
*Monument is built on Home Island after a War is over. 4 possible Monuments are awarded:
 
**Bronze: Lost more Skirmishes AND Lost Conquest
 
**Silver Standing: Won more Skirmishes AND Lost Conquest
 
**Gold Standing: Lost more Skirmishes AND Won Conquest
 
**Platinum Standing: Won more Skirmishes AND Won Conquest
 
*View the results of the previous war, including your standing at the Monument
 
   
 
=== Gameplay Changes ===
 
=== Gameplay Changes ===
  +
*Game balance, content, and mechanics have drastically changed (unified with new World Conquest gameplay)
 
**For a summary of these changes, please read this [http://www.foxholegame.com/single-post/2017/12/05/One-World-Revamp overview].
 
*New Skirmish Mode
 
**Home Towns have been replaced by Port Bases (Invulnerable)
 
**Item/Vehicle/Structure availability is now fixed instead of relying on Tech Levels
 
***NOTE: In the future we hope to add back some form of progression or make this more dynamic
 
**3 hour time limit
 
**New Win Condition: Hold Win Condition towns at the center of the map when the time limit is reached
 
*[[Callahan's Passage]] has been temporarily repurposed as a Skirmish Map
 
   
 
=== Game Balance ===
 
=== Game Balance ===
  +
*[[Explosive Materials|Explosive Material]] Stockpile assembly time reduced by 66%
 
*Explosive Material Stockpile assembly quantity increased from 5 to 10 (15 to 30 from Truck)
 
*[[Refined Materials|Refined Material]] Stockpile assembly time reduced by 33%
 
*[[Basic Materials|Basic Material]] Stockpile assembly time reduced by 25%
 
*Decay times for some structures have increased by 10 to 30%
 
**NOTE: We hope to revisit decay times again in the future if they continue to be an issue in Conquest
 
*[[Tempest Island]] has an updated design, allowing for easier access to the center island
 
*[[Howitzer]] requires [[Construction Vehicle|CV]] to build
 
*[[Howitzer]] basic material cost increased from 100 to 150
 
*Note that other game balance changes exist as a result of unification with World Conquest gameplay
 
 
 
=== Other Changes ===
 
=== Other Changes ===
*Most vehicles now have "roll" physics now (previously only [[Light Utility Vehicle]] and Light Tank had them)
 
*Wars no longer end abruptly, but instead an animated Victory banner is shown and there is a post victory countdown sequence where players will still have control over their character (great for post war celebrations, photos, etc)
 
*Notifications moved to new top-left corner notification list:
 
**Commends
 
**Setting a spawn point
 
**"Joined squad"
 
   
 
=== Bug Fixes ===
 
=== Bug Fixes ===
*Aiming model has been fixed so that aiming at crouched characters in the open is easier, but aiming at them behind cover is harder
 
*Aiming at a location that is very close in some cases no longer results in shots in the upward direction
 
*Hint display for using structures behave more consistently now
 
*Vehicles no longer get stuck in an upwards pitched position
 
*Destroyed vehicles and structures no longer drop items underneath the landscape (where they are unreachable)
 
*CVs can now reach the high ground in Tempest Island to build the Garrisoned Houses
 
*Player models no longer become visually tilted after exiting vehicles
 
*Artillery craters no longer appear above the ground
 
*Assembling Fuel from full Truck no longer results in many individual items being dropped on the ground
 
*Fixed border issue in Deadlands
 
*Fixed [[Half-Track]] getting stuck tilted and drifting
 
*Fixed Weapon Factory blocking grenades
 
*Fixed [[Half-Track]] having inconsistent ammo after server travel
 
*Fixed not being able to shoot over the walls of the Warden APC
 
*CV's can now build when previously driven by the other faction
 
*Fixed getting stuck in wrecked Townhall after blueprint disappears
 
   
 
{{updates navigation|Update 0.10|None}}
 
{{updates navigation|Update 0.10|None}}

Revision as of 17:33, 3 April 2018


Release Date: April 14, 2018

New Content

  • New Skirmish Map: Reaching Trail
    • A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River
    • This map heavily features Trench Warfare and a unique asymmetric layout
  • Garrison Supplies (Different Function From Previous Implementation)
    • Highest Tech Item (unlocked after Light Tank and Tunnel Network)
    • Stockpiling this item at a Base will allow it's Garrison Size to grow at an accelerated rate

GAMEPLAY FEATURES & CHANGES

  • Supply Drops

Gameplay Changes

Game Balance

Other Changes

Bug Fixes

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Update 0.10 None