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Update 0.43 was released on April 20th, 2021.


New Content

  • Noble Widow MK. XIV Warden.png
    • Class: Destroyer Tank
    • Faction: Warden
    • This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.
  • 85K-a "Spatha" Colonial.png
    • Class: Assault Tank
    • Faction: Colonial
    • The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”

New Weapons

  • "Lionclaw" mc.VIII Colonial.png
    • Class: Submachine Gun
    • Faction: Colonial
    • A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
  • No.1 "The Liar" Submachine Gun Warden.png
    • Class: Submachine Gun
    • Faction: Warden
    • This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
  • "Dusk" ce.III Colonial.png
    • Class: Assault Rifle
    • Faction: Colonial
    • This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
  • Booker Storm Rifle Model 838 Warden.png
    • Class: Assault Rifle
    • Faction: Warden
    • The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
  • Hydra's Whisper Colonial.png
    • Class: Explosive
    • Faction: Colonial
    • This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
  • BF5 White Ash Flask Grenade Warden.png
    • Class: Anti-Tank Grenade
    • Faction: Warden
    • An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.

Gameplay Changes

  • Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
  • Firepits can now be built on Seaport decks
  • Radio Backpack transmit function now only works when the player is standing on landscape or a structure
    • Transmission won't work if standing on Barges, rocks or other environment objects
  • Added dedicated key for dropping large items (defaults to V, but can be remapped)
    • Default key for Callout changed to H
    • Default key for Transmit changed to J
  • Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
  • Landing Ships are now reservable at Storage Depots/Seaports
  • Frontier Bases have been removed from the game
    • NOTE: Border Bases are the new standard way to gain a foothold across contested borders
  • Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
  • Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
  • Rockets now cause No Man's Land at the target location

Game Balance

  • Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 Trucks at the start of Conquests
  • Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
  • All Assault Rifles class weapon production times have been reduced by 20%
  • Improve Shotgun's ability to hit targets at point blank range
  • All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
    • NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
  • All Mortars (vehicle or infantry) long range accuracy increased by 30%
  • Green Ash crate size reduced from 20 to 10
  • Infantry Support Gun Colonial.png rate of fire decreased by an overall 75% (reload time increased%)
  • Mounted Bonesaw MK.3 Warden.png rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
  • Aalto Storm Rifle 24 Warden.png range reduced by 10%
    • NOTE: Reduction to further contrast this with the other new Assault Rifle
  • All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
  • HH-d "Peltast" Colonial.png rate of fire decreased by 20%
  • Devitt-Caine MK-IV MMR Warden.png rate of fire increased by 25%
    • NOTE: Rate of fire slightly slower than HH-d "Peltast"
  • Field AT (both factions) rate of fire increased by 13%
  • Devitt-Caine MK-IV MMR Warden.png cost reduced from 180 to 150 Refined Materials
  • High Explosive Grenade crate size reduced from 25 to 20
  • War Achievements have been updated as follows
    • Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
    • Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
    • Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
    • Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
    • Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones

Map Changes

  • Updated the landmass in the north of The Moors
  • Added an additional landmass to Fisherman's Row
  • Added an additional landmass to Tempest Island
  • Added an additional landmass to Stonecradle
  • Added new Map Layers to several logistics hubs to support a larger variety of starting conditions

Other Changes

  • Squad & Regiment Map Posts
    • Map post visibility can now be restricited to just your Squad or Regiment
  • Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
  • Frame rate can now be customized on the options screen, allowing for greater than 60hz
  • Offline characters in the F1 player screen can now be reported again
  • Shard selector UI changes
  • Stockpile logs now support Shippable structures
  • Added animation interpolation system to smooth out turret rotation, crane rotation, etc
  • Optimized map screen frame rate when there are a lot Map Posts
  • Optimizations to region travel to prevent network stalls during large war starts
  • Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes

Bug Fixes

  • Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
  • Vehicles on Barges can't be repaired due to collision detection issues
  • Vehicles can get into a state where players can walk through their collisions
  • Trenches can still cause holes to appear in the landscape with certain layouts
  • Harvester treads are not animated
  • Motorboats can prevent destroyed bridges from being rebuilt
  • Tooltips In The Refinery Flash Intermittently
  • 00MS "Stinger" Colonial.png doesn't Have A Horn
  • Client can in rare cases crash when flag visuals are changed based on wind
  • No "Whooshing" sound when punching air
  • New Drawbridges Missing Animation For Lever Flipping
  • Shipyard Full Repair action can be used to repair land vehicles
  • Kivela Power Wheel 80-1 Warden.png icon shows a Colonial Motorcycle variant
  • Transmit hotkey remapping reflect in hints
  • Using Binoculars can momentariliy make the player appear somewhere else in the world
  • Ladders for certain bridges can't be climbed after the bridge is built
  • Items get dropped into the water when retrieving from the Seaport with a full inventory
  • Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
  • Tread animation for in-place rotation is only animating for the driver
  • Fire Pit model is floating when built on slopes
  • One Drawbridge type is missing animation for lever flipping
  • Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
  • Typo in 7.62 ammo description
  • Vehicles that rotate on the spot can rotate into walls, causing physics issues
  • Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
  • Very rare crash can occur when Bunkers are destroyed
  • Graphics flickering can occur on Trenches connected to each other
  • Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
  • Gunners on the Drummond Spitfire 100d Warden.png are difficult to hit with small arms
  • Map Bugs


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Update 0.42 Update 0.44


Source

  • Foxhole Website[1]
  • https://www.foxholegame.com/post/update-43-release-notes
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