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release date February 24th, 2021.




Initial Release

New Content

  • 85K-b “Falchion”
    • Class: Medium Tank
    • Faction: Colonial
    • Designed for mass-production in Kraunia, this medium tank features a modular turret system for maximum versatility. The “Falchion” class features a powerful if understated, 40mm cannon.
  • King Spire MK-I
    • Class: Scout Tank
    • Faction: Warden
    • This small tank has been recently recommissioned into the Warden arsenal. It boasts high maneuverability and an antenna that allows for long-range communications during high-stakes recon operations.
  • Devitt-Caine MK-IV MMR
    • Class: Light Tank
    • Faction: Warden
    • A modified Devitt fitted with a specialized Caine mortar turret at the expense of top speed.


  • Fire Pit
    • A pit of fire used to keep soldiers warm during Snow Storms. Requires Diesel to fuel.
  • Ammunition Room
    • A facility that stores ammunition for artillery. Artillery shells can be retrieved very quickly from this structure.
  • 120mm
    • Payload for light artillery weapons.
  • 150mm
    • Payload for heavy artillery weapons.


New Artillery

  • 20-120 “Koronides” Field Gun
    • A long-range Colonial mobile artillery. The “Koronides” field gun is designed to lay siege to enemy fortifications.
  • Huber Lariat 120mm
    • A light artillery cannon designed to be a fixture in defensive fortifications. The Lariat sports a formidable long-range 120mm cannon designed to put immense pressure on enemy infantry.
  • Huber Exalt 150mm
    • A heavy cannon designed to shatter the garrisons and fortifications of advancing forces. The Exalt is best utilized when emplaced into a defensive position to take advantage of its impressive range.
  • 50-500 “Thunderbolt” Cannon
    • This heavy artillery cannon is designed to cripple enemy fortifications from an entrenched position. Its long heavy barrel gives the "Thunderbolt" outstanding range.


New Weapons

  • This update contains many new weapons or redesigned variants of old weapons
  • Many weapons are now faction specific
  • Argenti r.II Rifle
    • Class: Rifle
    • Faction: Colonial
    • The primary infantry rifle of the Colonial Legion. Its predecessor, The Volta Repeater, was a sturdy, reliable firearm but had many limitations, namely, fire rate. The Argenti solves this limitation as well as being more compact and lightweight.
  • Fuscina pi.I
    • Class: Rifle
    • Faction: Colonial
    • This unique rifle fires three rounds in rapid succession. The Fuscina is the first of its kind, designed for laying down suppressive fire during assaults on fortified enemy entrenchments.
  • KRR3-792 Auger
    • Class: Sniper Rifle
    • Faction: Colonial
    • A Kraunian rifle modified for long-range engagements. It doesn’t have the range or stopping power of other marksman rifles but more than makes up for it with unmatched reliability in a range of environments and a superior effective rate of fire.
  • Catara mo.II
    • Class: Assault Rifle
    • Faction: Colonial
    • A titanic light machine gun capable of scattering infantry lines with ease, the Catara is a modern weapon for the modern Colonial.
  • KRN886-127 Gast Machine Gun
    • Class: Machine Gun
    • Faction: Colonial
    • The Gast is a deadly but cumbersome Kraunian heavy machine gun. It is best suited to holding and defending established fortifications or garrisoned structures against encroaching infantry.
  • “The Pitch Gun” mc.V
    • Class: Submachine Gun
    • Faction: Colonial
    • This classic submachine gun is sturdy and irreplacable as a general tool for close-range engagements. The Pitch Gun earned its namesake from Mesean sailors who employed the weapon to successfully defend against a night raid on the Geraston docks.
  • Ignifist 30
    • Class: Anti-Tank RPG
    • Faction: Colonial
    • This single-use rocket can be fired a short distance. Designed to punch holes into tanks, the Ignifist is the perfect tool for infantry anticipating armoured resistance.
  • Venom c.II 35
    • Class: Anti-Tank RPG
    • Faction: Colonial
    • The Venom RPG launcher fires anti-tank charges. Its simple design makes it easy to deploy, even in high-stakes operations.
  • Bane 45
    • Class: Anti-Tank RPG
    • Faction: Colonial
    • This shoulder-mounted heavy launcher is the first of its kind. It features heavy blast shielding and is capable of launching anti-tank charges over relatively large distances.
  • Daucus isg.III
    • Class: Infantry Support Gun
    • Faction: Colonial
    • This heavy infantry cannon requires a tripod for stability. The Daucus is designed to give infantry a foothold against enemy vehicles and light fortifications or establish fortified garrisons.
  • Bomastone Grenade
    • Class: Grenade
    • Faction: Colonial
    • The Bomastone is a ‘stick’ style fragmentation grenade with a handle designed to aid in lobbing over moderate distances.
  • No.2 Loughcaster
    • Class: Rifle
    • Faction: Warden
    • Standard-issue Warden rifle. This bolt-action firearm is as robust as they come and has seen over a century of use on the battlefield.
  • Blakerow 871
    • Class: Rifle
    • Faction: Warden
    • The Blakerow is a carbine with a high rate of fire compared to its bolt-action predecessor. This increased fire rate does come at the cost of innate stopping power; however, its versatility and lightweight frame more than make up for any perceived shortcomings.
  • Clancy-Raca M4
    • Class: Sniper Rifle
    • Faction: Warden
    • A heavy-duty, long-range marksman rifle. The Clancy-Raca has one hell of a kick but is fitted with a powerful scope, allowing infantry to survey the battlefield and provide support from a safe location.
  • Fiddler Submachine Gun Model 868
    • Class: Submachine Gun
    • Faction: Warden
    • The Fiddler Submachine gun is a widely used urban combat weapon. Its high rate of fire and compact frame make it ideal for close-quarters engagements.
  • Aalto Storm Rifle 24
    • Class: Assault Rifle
    • Faction: Warden
    • Widely considered to be the first storm rifle, the Aalto is a marvel in Caoivish engineering. With its two fire modes, it can be used as a rapid-fire assault weapon, or an mid-range rifle.
  • Malone MK.2
    • Class: Machine Gun
    • Faction: Warden
    • This heavy machine gun is bulky enough to require a steady surface to maintain stability. The Malone series of machine guns are unmatched defenders on the battlefield.
  • 135 Neville Anti-Tank Rifle
    • Class: Anti-Tank Rifle
    • Faction: Warden
    • The Neville is unmatched in its versatility as a portable, magazine-based anti-armour firearm.
  • Bonesaw MK.3
    • Class: Anti-Tank RPG
    • Faction: Warden
    • The pride of the Warden anti-armour arsenal, the Bonesaw MK.3 has one job: to cut through the heavy metal plating of Colonial tanks.
  • Mounted Bonesaw MK.3
    • Class: Anti-Tank RPG
    • Faction: Warden
    • This variant of the Bonesaw MK.3 is specially designed for use with tripod mounts. This affords it with increased stability and maximum potential range.
  • Cutler Launcher 4
    • Class: RPG
    • Faction: Warden
    • The Cutler Launcher is capable of firing an unguided, rocket-propelled grenade over short distances with startling efficiency. Its simple design allows for easy deployment and storage.
  • A3 Harpa Fragmentation Grenade
    • Class: Grenade
    • Faction: Warden
    • This anti-personnel fragmentation grenade is designed with pull-pin mechanics and a timed fuse for user safety. Serrations in the casing allow for a better grip and increased fragmentation effectiveness.
  • Cascadier 873
         ○    Class: Pistol
         ○    Faction: Warden
         ○    This unique sidearm fires in three-round bursts. The Cascadier may not have the stopping power of its cousins, but it more than makes up for it with its lightweight frame, concealability and fire rate.

Weather System

  ■   Dynamic Weather Events will occur in the world
  ■   Weather Events have varying intensities throughout their lifesppans
  ■   Two types of Weather Events: Snow Storms and Rain Storms
  ■   Snow Storm gameplay
         ○    Soldiers can freeze to death on foot over time
         ○    Vehicles can freeze over time if their engines are not on (i.e. no driver or no fuel)
             •     Does not apply to Field Weapons
         ○    The amount of snow on the player or vehicle indicates how low their temperature is
         ○    Off road movement on foot or vehicle is slowed
         ○    The following vehicles are resistant to the off road snow debuff
             •     O'Brien v.121 Highlander
             •     Devitt Ironhide Mk. IV
             •     King Spire MK-I
             •     Dunne Landrunner 12c
         ○    Fire Pits are the ideal way to stay warm
         ○    Structure interiors, Trenches, and Bunkers can provide shelter and slowly warm players
         ○    Closed top vehicles can provide shelter and slowly warm players
         ○    Rivers, lakes, and parts of the sea become frozen, allowing passage on foot or vehicle     
         ○    Visibility is reduced
         ○    Wind changes much more rapidly, making Artillery difficult to use
  ■   Rain Storm gameplay
         ○    Soldiers can get Muddy over time when walking over dirt surfaces
         ○    Muddy soldiers can have up to 50% encumbrance
         ○    Map Intelligence radius on all sources is reduced in size by 50%
         ○    Wind changes much more rapidly, making Artillery difficult to use

Artillery Changes

  ■   Wind, Range, & Accuracy
         ○    Artillery generally fires further now
         ○    Artillery generally has less accuracy
         ○    Artillery trajectory is now influenced by wind, which changes slowly over time
         ○    Wind changes much more rapidly during Weather Events
         ○    Wind affects Light and Heavy Artillery, Gunboat Artillery, Mortars, and Storm Cannons
         ○    Wind direction and speed are visualized on all flags in the game
  ■   Bombardments
         ○    Artillery fire can now cause the landscape to be devastated
         ○    Devastation occurs very slowly over time as an area is bombarded
         ○    Devastated land can have their grass, bushes, and trees destroyed over time
         ○    Devastated land can cause Garrisoned Houses to be permanently destroyed
         ○    The more Devastated an area is, the more damage structures build on that land receives
         ○    Artillery impacts can cause craters in Devastated land
             •     Craters can be used for cover

Regiment System

  ■   Allows commanders to organize a permanent unit of players (or “clan”)
  ■   Regiments can be assigned a Name, Tag, and Discord server link
  ■   Role system
         ○    Commander - Can promote players to Officers and perform all Officer roles
         ○    Officer - Can invite or discharge members
         ○    Member
  ■   Full real-time view of all Regiment players showing
         ○    Squad assignment
         ○    Location (Region)
         ○    Regiment Role
  ■   Regiments have a dedicated chat channel
  ■   Regiment TAGs are auto assigned a 4-digit postfix identifier to resolve duplicate names
  ■   Regiments are faction locked (players must leave the Regiment to change factions)

Gameplay Changes

  ■   Damage Type system
         ○    Every type of ammunition now has a Damage Type that defines how damage is mitigated against structures/vehicles and the chance to penetrate tank armour
  ■   Certain weapons no longer penetrate or deflect off of tank armour and instead deal mitigated damage against armoured targets
  ■   Map Intel from vehicles (e.g. Light Utility Vehicles) now provide intel even when mobile, but no longer does when there isn't a driver seated
  ■   Legacy Howitzer, Field Artillery vehicles, and related ammunition are no longer available
  ■   Howitzer Garrisons are less accurate now
  ■   Rocket detonations will now cause Devastation in a wide radius (See Artillery section above)
  ■   Border Bases now include faction specific Rifles and Diesel as part of their starter equipment
  ■   Full Repair action at Garages can no longer be used on enemy vehicle variants
  ■   Increased vertical aiming arc threshold so it's easier to shoot targets below
  ■   Squad locks are now cleared on Storm Cannons and Vehicles when a Squad disbands

Game Balance

  ■    Any redesigned faction variant weapon has updated stats (and should be treated like a new weapon)
  ■    Gunboat class vehicles now mitigate the majority of small arms (Light Kinetic) damage
  ■    Diesel retrieve times reduced by 50%
  ■    Diesel encumbrance reduced by 10%
  ■    O'Brien v.110, T3 "Xiphos", T5 “Percutio” acceleration increased by ~17%, offroad speed decreased by 10%
  ■    O'Brien v.121 Highlander acceleration increased by ~50%
  ■    T3 “Xiphos”, O’Brien v.121 Highlander, O’Brien v.110 turret rotation speed increased by 25%
  ■    All Armoured Car classes braking power increased approx. 50%.
  ■    HH-a Javelin, HH-b "Hoplite", HH-d "Peltast", Niska Mk. 1 Gun Motor Carriage top speed increased by 10%, acceleration decreased by 10%
  ■    H-10 "Pelekys" reload time increased from 3.5s to 4.5s
  ■    68mm ammo damage against structures has been reduced by ~10-20% depending on the tier
  ■    68mm tank penetration chance has been reduced by 40% (still 50% higher than 40mm/75mm)
  ■    All vehicles with tank armour are now highly resistant to Kinetic Weapons (Rifles, MGs, etc)
  ■    Silverhand - Mk. IV agility reduced slightly
  ■    Silverhand - Mk. IV tank armour increased by 5%
  ■    Niska Mk.2 Blinder range has been increased from 40m to 45m
  ■    T12 “Actaeon” Tankette cost decreased from 60 to 50 Refined Materials
  ■    T12 “Actaeon” Tankette range increased from 35m to 40m
  ■    T12 “Actaeon” Tankette accuracy increased
  ■    T12 “Actaeon” Tankette inventory capacity increased from 1 to 4
  ■    Mortar costs and crate sizes have been updated to reflect their new functionality
  ■    Gunboat now uses 120mm ammo
  ■    Storm Cannon minimum range increased from 325m to 400m
  ■    Storm Cannon rotation power consumption decreased by 10%
  ■    All Mortars (hand held or vehicle variant) damage decreased by 40%
  ■    All Mortars (hand held or vehicle variant) range increased to 80m

Map Changes

  ■   Viper Pit
         ○    Seaport has been relocated
  ■   Home Region tutorials have been updated
  ■   Home Region layouts have been updated to accommodate new artillery training areas

Other Changes

  ■   Improved sound effects system for automatic weapons
  ■   Heavy vehicle damage status VFX updated
  ■   Blood VFX have been updated to be clearer
  ■   Home Region tutorials have been updated
  ■   Left Mouse Button can now be used to submit Large Items to structures/vehicles
  ■   Weapon and Ammunition now display tooltips with detailed information
         ○    Damage type
         ○    Damage type characteristics
         ○    Supported ammunition
         ○    Special behaviour
  ■   Enemies can now be globally muted from the options menu

Bug Fixes

  ■   Sticky Bombs have larger than intended explosion radius
  ■   Players can fall through parts of one of the Drawbridge types
  ■   Relic Base roofs aren't hidden when you deploy to them from the Home Region
  ■   HC-7 "Ballista" can still shoot with a disabled turret
  ■   Light Tanks Track subsystem is not restored after the vehicle is fully repaired
  ■   It's difficult to shoot down hill with Field Weapons
  ■   Swapping into driver/gunner seats can cause secondary weapon meshes to still be visible even though they aren't equipped anymore
  ■   Kivela Power Wheel 80-1 icon is incorrect
  ■   Players can build structures inside the mesh of the Long Bridge
  ■   When using Binoculars from certain vehicle seats, the camera/player can sometime momentarily teleport to another location
  ■   Map Bugs
         ○    Marban Hollow: Drawbridge Ladders Aren't Low Enough To The Water
         ○    Viper Pit: Seaport in Kirknell is connected to Serenity's Blight
         ○    Callahan's Passage: Stone wall in the middle of the road
         ○    Westgate: Can't reverse a flatbed off the seaport dock due to slope




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Source

Foxhole Official Website. [1]

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