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** Road on map near Morrighan's Grave doesn't exist in world |
** Road on map near Morrighan's Grave doesn't exist in world |
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− | {{updates navigation|Update 0.16| |
+ | {{updates navigation|Update 0.16|Update 0.18}} |
== Source == |
== Source == |
Revision as of 17:01, 29 October 2018
Release date: September 26, 2018
New Content
- Storage Facility
- A large building used to store crates of weapons and equipment
- Acts as a "stockpile" for crates
- Upgrade Part
- Technology that can be used to build structure Facilities
- Refined from Tech Parts
- Research Part
- Technology that can be used to research new weapons, equipment, and structures
- Refined from Tech Parts
- Factory:
- Visuals & UI has been redesigned
- Now requires Facilities to produce each type of item
- Refinery (New):
- Visuals & UI has been redesigned
- Now requires Facilities to refine each resource type
- Fisherman's Row V2:
- Map has been expanded and redesigned to be part of Conquest and to support a larger number of players
- FCL3
- This is an experimental map used for Foxhole Competition League events
Gameplay Features and Changes
- Facilities
- Facilities are upgrade modules that add new functionality to World Structures
- Base Facilities:
- Small Garrison - Prevents structure decay on surrounding structures when Garrison Supplies exist in the stockpile
- Large Garrison - Reduces the cost of Garrison Supplies for preventing structure decay
- Factory Facilities:
- Small Arms - Enables the production of small arms weapons.
- Special - Enables the production of heavy and special weapons.
- Utility - Enables the production of tools and equipment.
- Medical - Enables the production of medical items.
- Supplies - Enables the production of supply items.
- Basic Materials - Enables refining Scrap into Basic Materials
- Refined Materials - Enables refining Components into Refined Materials
- Explosive Materials - Enables refining Sulfur into Explosive Materials
- Base mechanics changes
- Garrison Size is no longer exists
- AI radius is fixed to 80m for Forward Bases and 150m for Town Bases
- Small/Large Garrison Facility is now required to upgrade bases to T2/T3
- Forward Bases now leave behind a destroyed "husk", which retains built Facilities and can be claimed by the enemy faction
- All Town Bases can be upgraded to T3, regardless of whether or not they are at a Victory town
- Tech Part changes
- Tech Parts can no longer be submitted to the Tech Center directly
- Tech Parts are now refined into Research Parts (Tech Tree) and Upgrade Parts (Facilities)
- Bad luck protection - Chance for Tech Part drop is now guaranteed over a certain period of time
- Pistols & Revolvers have a much shorter time to stability when aim is invoked
- Foliage Visibility mechanics changes
- Players are now only hidden when they are standing still inside foliage
- Previous Medical Lab structures have been converted into Garrisoned buildings
- Decay timer resets incrementally with each repair strike, rather than all at once when a structure is fully repaired
Game Balance
- Campsite is no longer available
- Tunnel Networks are no longer available
- Bases now have a fixed large AI radius now, rendering Tunnel Networks obsolete
- Outposts are now available in Skirmish mode
- AT Rifle damage increased by 50%
- Port Bases start with 500 Upgrade Parts in their stockpiles
- Upgrade Parts have been added to Supply Drops
- Obtaining these during skirmish will be vital in getting a head start in Conquest
- Port Base layouts have been redesigned
- Forward Bases without Garrison Facilities / Supplies now decay at a very slow rate
- Storage Box item capacity reduced from 18 to 15 slots
- All Base structure item capacities increased from 12 to 15 slots
- Refinery cost is changed from Scrap to Basic Materials
- Refinery now requires a CV to build
- Tech Parts
- Tech Parts now retrieve from stockpiles at a faster rate
- Tech Parts are no longer stackable
- Tech Part drop rate increased by ~30%
- Tech Part drop rate increased by an additional 50% in Skirmish mode
- Tech Tree changes
- Scrap Mine and Sulfur Mine moved to an earlier location in the Tech Tree
- Scrap Mine Research Part requirement decreased from 800 to 400
- Sulfur Mine Research Part requirement decreased from 800 to 400
- Metal Wall Research Part requirement increased from 250 to 400
- Howitzer Research Part requirement increased from 200 to 300
- Smoke Grenade Research Part requirement increased from 200 to 300
UI Revamp
- The user interface has been revamped across the board for improved efficiency, usability, and immersion
- The visuals may take some time to get used to, so please be patient!
- Let us know if there is a particular workflow that is slower/more painful than before
- Key improvements
- Item Categories - Tabs to organize item categories on Production and Stockpile screens
- Faster Item Retrieval - The stockpile screen no longer closes when retrieving items
- Factory Screen - One screen displays all production information so all orders and queues can be managed in one place.
- Items can now be individually removed from an order before submission without the need to cancel the entire order first.
- Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning
- HUD - HUD elements have been pushed to the corners of the screen, increasing the viewable area for gameplay
Map Changes
- Almost every town now has a Factory, Refinery, and Storage Facility
- Trench asset has been updated
- Port Bases have been redesigned for consistency and game balance
Other Changes
- Friends List
- Players can now mark players as a friend from any player context menu (ALT-click OR operations list)
- Alert is now shown when you spawn into a region where your spawn point was destroyed
- Improved robustness of initial server connection code, which reduces the chances of "No Home Regions Found" error
- Create operation button is now hidden when the player is already in an operation
- Vehicles moving at slow speed can no longer be blocked by enemies
Bug Fixes
- Player jittering making it nearly impossible to land a bullet on said player
- RPGs being lobbed over long distances using tall environment meshes
- When the last friendly town in Mooring County gets destroyed, players spawn in darkness
- Water travel to Weathered Expanse causes multiple vehicles to become stuck
- Drawbridge build sites don't properly collapse into a Destroyed Drawbridge after a server reboot (resulting in the bridge vanishing completely)
- Facing west will cause you to instantly lose accuracy
- Player can not edit profile; Sees error 'Could not retrieve profile'
- Fixed critical server bug that causes entire regions to be inaccessible during poor network conditions
- Stockpile items lost sometimes after a region server reboot
- Gate state (open / close) isn't properly restored after a region server reboot
- Welcome to Foxhole! message sends after traveling between regions every time
- Players able to easily shoot other players that are prone behind sandbags
- Gates can be built in places where they intersect with the landscape, prevents them from being closed
- If you enter a boat while your character is drowning, you can no longer swim until you die
- RPG can't fire over sandbags, hits AT mines on the road instead of flying over
- You cause friendly fire if you throw explosives at friendly backpacks on the ground
- You are not able to fire an RPG above sandbags while crouching
- Travelling from Endless to Umbral sometimes positions vehicles incorrectly (ie; facing east instead of south)
- Voice chat is not muted despite Foxhole being put into the background
- After border traveling it is possible that your chat channel is set to nothing
- Looking through binoculars and closing tank hatch causes crosshair to aim strangely
- Players can fire out of Fortress Bunkers without facing proper direction
- Metal bridges over trenches cause slow driving speed
- Jumping off waterfall in Umbral Wildwood Q8K8 results in you can swimming in the air
- Setting spawn at a Regional HQ and rejoining this region (from Home Island) consumes 1 Soldier Supply Works with every regional HQ
- Local voice chat is now muted on the death screen
- Map bugs
- Players spawn in the water or other unplayable areas after a Home Region or Skirmish Lobby rollover
- Central road and road just outside of Colonial Portbase Oarbreaker acts as if it's off road
- Traveling from Deadlands to Farranac on land can place player in water
- Vehicle Factory at Luch's Workshop in Mooring County buried in snow
- Townhall in Oarbreakers, the Report, is raised above the ground
- The Reaching Trail; Ice Ranch tag far removed from Townhall
- Road outside Camp Posterus causes vehicles to slow
- Barges are teleporting onto land in Westgate when travelling south from Farranac Coast
- Very top right of the Umbral map (around T1) will show player at 0x0 on the map
- Floating wall in Umbral Wildwood N7k5
- Smoke effect above ground at L11k1 Umbral
- Road in Southwest Deadlands / Southeast Farranac don't match up when traveling, goes from road to offroad
- Random snow texture at C19 Umbral Wildwood
- Snow footprints / vehicle tracks appear in mud/stone landscapes in Deadlands - D10K4
- Weathered Expanse P13, most of the beach are cliffs, can't land troopship, drive APC up
- If player goes to the northern, or southern border of Great March, the player location icon will be placed at A1k7
- Road on map near Morrighan's Grave doesn't exist in world
Previous update | Next update |
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Update 0.16 | Update 0.18 |
Source
Foxhole Official Website. [1]