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 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
- 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
Previous update | Next update |
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Update 0.13 | Hotfix 0.14.16 |
Source
Foxhole Official Website. [1]