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 ' 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

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Update 0.19 None


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