release date September 22nd, 2021.
Initial Release
New Content
- 86K-a "Bardiche"
- Class: Assault Tank
- Faction: Colonial
- Unlike the 85-series, the Bardiche sports a heavier, more durable build and is fitted with a coaxial heavy machinegun along with a powerful, short-barreled 68mm turret. Modern Kraunian engineering allows for a fast reload, making it an ideal tool to combat enemy armour.
- Gallagher Outlaw Mk. II
- Class: Cruiser Tank
- Faction: Warden
- Originally designed in response to incoming swarms of Mesean armour, the Outlaw is an exceptionally capable medium tank armed with a long-range 40mm turret and includes a built-in storm rifle support position.
- The Hangman 757
- Class: Revolver Rifle
- Faction: Warden
- The weapon of choice for pirates and smugglers, its legend is well-earned. With incredibly high stopping power and unique revolver mechanism, the Hangman often plays judge, jury, and executioner.
- volta r.I Repeater
- Class: Heavy Rifle
- Faction: Colonial
- An old war Mesean rifle. It boasts high stopping power, but not as accurate as its modern variant. A weapon of legend, the Howling Lions wielded the Volta during their raid on the beaches of Fisherman's Row.
- Clancy Cinder M3
- Class: Long Rifle
- Faction: Warden
- The Clancy Cinder is a classic, high-powered long-rifle designed for use in mid-to-long range encounters. First deployed with the Hands during a high-risk operation in Acrthia.
- KRR2-790 Omen
- Class: Long Rifle
- Faction: Colonial
- An older but reliable model of Kraunian long rifle. The Omen is a sturdy, simple weapon best used in long-distance skirmishes.
- Sampo Auto-Rifle 77
- Class: Auto Rifle
- Faction: Warden
- The precursor to the storm rifle, the Sampo Auto-Rifle, is a mastercraft of its day. With a single shot and automatic fire mode, this versatile rifle may not reach the fire rates of automatic weapons but more than makes up for it with utility.
- Small Shipping Containers
- Produced at Construction Yards
- Performs the same functionality as old Shipping Containers
- What you lose in carry capacity you make up for in flexibility as crates can be assembled on open terrain.
- Listening Kit
- A device used to intercept enemy radio broadcasts transmitted from nearby sources.
- Works like a portable version of the Intelligence Center that works on local Intel sources.
- Required a Tripod
World Expansion
- Fourteen new regions seven to the North, seven to the South.
- New Northern regions from West to East are:
- New Southern regions from West to East are:
- Southern environment set
- Unique landscape and foliage
- New town environments and building style
- Four new Garrison Houses
- One new Safe House
Building Update
- Pillboxes
- New defensive AI structures replace the now removed Foxholes and Gun Turrets
- Rifle Pillbox - Fires 7.62mm
- Machine Gun Pillbox - Fires 12.7mm with a limited firing arc but longer range
- Anti-Tank Pillbox - Fires 20mm
- New Bunker/Trench Modifications
- Bunker Stairs allowing easy access to the roof
- Bunker Ladder also allowing easy access to the roof
- Interior Firing Port gives cover and fallback positions if the enemy gets inside
- Bunker Sandbags gives a secure firing position on the roof while preventing enemies from climbing onto your bunker
- Trench Sandbags provide ground level cover and prevents enemies from using your Trench against you.
- Barbed Wire Fence
- Used to prevent enemy infantry movement through an area. This structure is difficult to destroy with conventional weapons and must be dismantled with a wrench.
- Foxhole (New PvP version)
- A simple hole dug into the ground to provide infantry with makeshift cover from enemy fire.
- Players can easily build this with a shovel
- Observation Bunker (2x Tiers)
- A radio bunker that provides intel to friendly units about the surrounding area. Reinforced with wood, it can withstand more punishment than a standard radio tower, and therefor is capable of increased effectiveness.
- Requires power
- Tier 2 has greater range than Watchtowers
- Tier 3 has greater range than Tier 2
- Intelligence Center
- A high-tech listening post designed to intercept and decode enemy transmissions. The intelligence center can target distant location and will continue to decipher sensitive transmissions over a sustained period.
- With the same prerequisites for construction as a Storm Cannon
- Power requirements are exhaustive
- Disabled during heavy Rain Storms
- Large Materials building system
- Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
- Structures can be arbitrarily scaled and curved for more custom coverage
- Such structures can be built on bridges
- Large Materials are procured on Pallets, which are now available for construction at the Construction Yard and are distributed by Flatbed Truck.
- Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
- New Power system
- Power is now a finite resource that is produced and consumed in Wattage
- Engine Rooms produce a certain amount of Wattage while fueled with Diesel
- Power will distribute equally to all connected structures within pipe range
- Bunker Garrison structures now have lights that extend their targeting range at night
- Tanks can now drive over trenches
- Trenches no longer collapse when rammed by a vehicle.
- Tankettes, Scout Tanks, and Landing APCs do not drive over trenches.
- Bunker and Trench Reservation
- The original builder of a bunker may "reserve" their structure.
- Reserved structures can not be upgraded, modified, or attached to except by the original builder or owning squad.
- The owning squad is determined by what squad the builder was in when the structure was originally constructed.
- Structure reservation lasts 48 hours and can be refreshed by the original builder or anyone in the owning squad.
- Structures that are less than 3 hours old and not concrete may be demolished by the owner or by a member of the owning squad.
- AI visualized line of sight preview for selected structure build ghosts.
- The visualized area will be displayed before placing a build site for construction and during structure upgrade.
- Visualized area represents the AI's maximum range and accounts for physical obstructions including topography and other structures.
- Temporary obstructions such as vehicles, other players, and concealed structures are not accounted for by the visualized area.
- Bunker Infrastructure now provide passive buffs making them useful even after unlocking Base upgrades
- Bunk Beds/Lockers/Latrine: Nearby Bunker Bases have a small chance to not consume a Soldier Supply when a player spawns
- Wash Station/Kitchen/Pantry: Nearby AT and Howitzer Garrisons fire slightly faster
- Workstation/Computer Module: Nearby Storm Cannons and Intelligence Centers require less power to operate
- Chalk Board/Radio Station/Strategic Map: Nearby Observation Bunkers can sight targets slightly outside of their detection radius
- Bunker and Trench modification placement is more flexible
- Barbed Wire modification can now be build on Trench Connectors.
- Trench Sandbags and Barbed Wire can fit onto all sides of a Trench, including the ends of a Trench and beside Trench Bridges
- Bunker modifications can now be added onto Engine Rooms, Bunker Ramps, and Ammo Rooms.
- Bunker Garrison defenses now have full interior spaces where modifications can be built
- Bunkers and Trenches will now visually degrade when damaged like tanks do when they lose armour.
- Engine Room can now be constructed at tier 2
- Tier 1 Trenches and Trench husks can be filled with a shovel.
- Bunker Garrison defenses can only be mounted from inside the bunker.
- Certain Trench Modifications now block other trenches from connecting
- Trench Connectors updated to reduce terrain holes and increase reliability.
Uniforms
- Players can now equip uniforms, which can change your inventory configuration and provide one or more gameplay benefits
- Uniforms are produced at Factories and delivered to Base stockpiles in Crates
- Uniform types
- Colonial Soldier Uniform - Legionary Fatigues
- Kinetic weapon ammunition stacks
- Kinetic weapons have reduced encumbrance
- Warden Soldier Uniform - Infantry Battledress
- Kinetic weapon ammunition stacks
- Kinetic weapons have reduced encumbrance
- Colonial Medic Uniform - Medic Fatigues
- Bandages and Blood Plasma stack
- First Aid Kits and Trauma Kits have reduced encumbrance
- Warden Medic Uniform - Physician’s Jacket
- Bandages and Blood Plasma stack
- First Aid Kits and Trauma Kits have reduced encumbrance
- Colonial Scout Uniform - Recon Camo
- High chance of not being detected by enemy intelligence
- Warden Scout Uniform - Outrider’s Mantle
- High chance of not being detected by enemy intelligence
- Low resistance to Snow Storms
- Colonial Engineer Uniform - Fabri Rucksack
- All materials have reduced encumbrance
- Warden Engineer Uniform - Sapper Gear
- All materials have reduced encumbrance
- Colonial Snow Uniform - Heavy Topcoat
- Kinetic weapon ammunition stacks
- Low resistance to Snow Storms.
- Warden Snow Uniform - Caoivish Parka
- Kinetic weapon ammunition stacks
- High resistance to Snow Storms
- Colonial Tank Uniform - Tankman’s Coveralls
- Gas Mask Filters stack
- Basic Materials have reduced encumbrance
- Warden Tank Uniform - Padded Boiler Suit
- Gas Mask Filters stack
- Basic Materials have reduced encumbrance
- Colonial Rain Uniform - Legionary’s Oilcoat
- Kinetic weapon ammunition stacks
- High resistance to Rain Storms
- Colonial Grenade Uniform - Grenadier’s Baldric
- Grenades stack
- All Grenades have reduced encumbrance
- Warden Heavy Ammo Uniform - Specialist’s Overcoat
- Heavy ammunition has reduced encumbrance
- Colonial Soldier Uniform - Legionary Fatigues
Tactical Camera
- A brand new camera developed from the ground up, offering many new benefits
- Aiming at the corner of the screen is no longer advantageous (viewing distance is equal in every direction)
- Camera zooms out/pans far enough that most of the view range can be visible by aiming in the corresponding direction
- Give players a much broader view of the battlefield, allowing better tactical decisions to be made based on what's visible around them.
- The Tactical Camera is not available for artillery positions, drivers, and certain vehicle passenger positions.
Gameplay Changes
- Shipping Container capacity increased by 50% (from 40 to 60 crates), but can now only be unloaded at Storage Depots and Seaports
- NOTE: Small Shipping Containers now exist to perform the functionality of the old Shipping Containers (i.e. they can be unloaded anywhere)
- The following Regional Seaports will begin, at war start, with starting crates of supplies: Stonecradle, Allod's Bight, Endless Shore, Farranac Coast. They will begin with:
- 500 Crates of Rifles
- 1000 Crates of 7.62mm
- 500 Soldier Supplies
- 200 Grenades
- 500 Basic Materials
- 50 Trucks
- Border bases now prevent rapid decay.
- Ships that linger under bridges will rapidly decay.
Game Balance
- Garrison House and Town Base High Explosive (artillery) damage mitigation significantly reduced at Tier 1 & Tier 2 (Tier 3 remains the same)
- NOTE: The net result is that artillery destroys T1/T2 of these structures faster
- 300mm (Storm Cannon) ammo has been added to the Tech Tree
- Garrison Supplies and Bunker Supplies production time has been increased to 4 minutes per crate.
- NOTE: Garrison/Bunker Supplies no longer share a production queue with Soldier Supplies
- Garrison Supplies and Bunker Supplies crate assembly time has been decreased by -33%.
- Garrison Supplies and Bunker Supplies item assembly time has been increased.
- Garrison Supplies and Bunker Supplies are no longer stackable.
- Soldier Supplies have been moved to the medical category at the Factory.
- Soldier Supplies are no longer stackable.
- Ammunition maximum stack size has been reduced from 100 to 3 for the default Soldier Uniform.
- Mortar Shrapnel Shells and Mortar Flare Shells no longer require Mortars to be unlocked to be manufactured.
- Freighters no longer require technology to be constructed.
- Freighter top speed has been increased.
- 300mm Shells now require technology to be manufactured.
- Players no longer automatically stand up when the shift key is pressed. A movement key must also be received simultaneously before the player will leave their stance
- 20mm no longer has damage falloff past their maximum effective range.
- Bunker MG Garrison improvements:
- Range increased 15%.
- Damage increased 150%.
- Firing arc increased from 40 to 45 degrees.
- Rate of fire decreased -33%.
- Bunker AT Garrison improvements:
- Rate of fire increased 15%.
- Range increased 7%.
- Retaliation fire range increased from 40m to 50m.
- Damage decreased 15%.
- Garrison Houses, Relic Bases, and Seaport AT improvements:
- Damage against vehicles increased 100% to be consistent with other 20mm weapons.
- Rate of fire decreased -33%.
- Garrison House and Safe House damage mitigation improvements:
- Tier 2: Armour Piercing damage resistance increased from 75% to 85%.
- Tier 3: Armour Piercing damage resistance increased from 75% to 93%.
- Cutler Launcher 4 encumbrance decreased 28%.
- Bonesaw Mark 3 encumbrance decreased 26%.
- Cremari Mortar encumbrance decreased 40%.
- Daucus isg.III encumbrance decreased 26%.
- Tripod encumbrance decreased 26%.
- Venom c.II 35 encumbrance decreased 28%.
- Bane 45 encumbrance decreased 6%.
- Mammon 91-b encumbrance increased 20%.
- Anti-Tank Sticky Bomb encumbrance decreased 10%.
- KRR3-792 Auger range increased by 40%.
- Clancy-Raca M4 range increased by 27%.
- 40mm shell encumbrance increased 35%.
- R.P.G shell encumbrance increased 66%.
- A.T.R.P.G. Indirect Shell encumbrance increased 110%.
- All mortar shell encumbrance increased 87%.
- A.T.R.P.G Shell encumbrance increased 110%.
- Devitt Ironhide Mk. IV changes:
- Reinforced Materials cost decreased from 160 to 150.
- Tank Armour Hit Points increased by 5%.
- Minimum penetration chance increased from 27% to 30%.
- Hit Points decreased by 13%.
- Tier 3 Engine Rooms structural integrity has been increased by 20%.
- Flatbed Truck and Halftracks increased torque which will increase uphill speed.
- Trench Connector excavation cost increased from 112 to 115.
- Rocket launch codes now take 15 minutes to gather instead of 10.
Map Changes
- Fisherman's Row: Eidolo Refinery has been relocated somewhere else in town.
- Stonecradle: Bucker Sound Seaport moved to North coast.
- Allod's Bight: Mercy's Wail Seaport moved to South coast.
- Farranac Coast: Victa Seaport moved to Jade Cove.
- Endless Shores: Wellchurch Seaport moved to Saltbrook Channel.
- Bushes that provide soldiers concealment have been added to Northern regions.
- Stonecradle: added names to new peninsula.
- Oarkbreaker and Fisherman's Row opened up the Eastern ocean border to create an unobstructed waterway.
- Godcrofts: extended cliffs to the landmass bordering Morgen's Crossing
- Endless Shore: Relocated Seaport to North shore.
- Farranac Coast: Mara bridge updated. Added default storage depot to Victa.
- Silk Farms: Stone arch removed on the river.
Other Changes
- Stockpiles have been organized.
- Weapons are now consistently located near the ammo type(s) they're associated with.
- Hammer has been added to the utility category.
- Options screen now has reset defaults button.
- Keyboard configuration now supports the modifiers Shift, Ctrl, and Alt.
- Pipes are now visible in upgrade mode, not when alt is held down.
- Ctrl key now allows players to view the second floor of Bunkers and other structures
- Build menu has been pruned of options not available for the tool held. For example the Encampment has been removed from the hammer's build menu.
- Shippables and Vehicles assembled while in a crane should start selected for the crane operator
- New support button that initiates an interface for reporting server and other issues
- Text chat SFX has been removed.
- Support button has been added to the main menu and escape menu. Clicking on this button will allow players to quickly report connection issues and code of conduct violations.
- Structural Integrity information is now provided on the bunker upgrade window.
Bug Fixes
- Tracked vehicles on a barge will have their treads spin for no reason when the barge turns.
- Rapid Decay Zone text missing near neutral Border Bases.
- Safe Houses do not give commend notifications when supplied.
- AT mines fail to deploy frequently.
- Snowy bushes exist in various warm environments such as the Colonial Home Region.
- Map intelligence update notification is not present when interacting with a base or observing the map screen time and date panel.
- 7.92mm Ammo mentions light machine guns.
- Tank commanders can drop items with the hatch open.
- Resource mines mention advanced mining facilities in the help panel.
- In some cases rock collision does not match the asset.
- Players can run while crouched.
- Bunker Corners have a typo on the build menu.
- Trench build sites can be tricked allowing construction on steep terrain.
- Trench bridges can be constructed on T junctions
- Bunker Garrison defense build sites turn neutral after a server restart.
- Upgrading a bunker destroys the doorway.
- Mountain collision has invisible walls.
- Ignifists and other items stack in player inventory.
- Players head poking out of the pillbox.
- Pillbox firing point doesn't match the tracers.
- Mortar benefits from tactical camera.
- Client name tags reduce FPS.
- Foxholes can not be filled.
- Trenches with modifications can not be filled.
- Binoculars view range is set too low.
- Map bugs.
- Great March: tree on road in Sitaria.
- Callahans Passage: a hole players get stuck in near Solas Gorge
- Fisherman's Row: a rock on the border of Oarbreaker Isles with no collision.
- Fisherman's Row: The Emplacement House's ladder (mortar house) in The Three Sisters can not be climbed.
- Tempest Island: floating wheelbarrow on chicken nugget island.
- Drowned Vale: North of The Baths there's a hole players can not escape.
- Umbral Wildwood: players can walk underwater near Stray's South bridge.
- Farranac Coast: two Storage Depots in Victa.
- Howl County: Road terrain does not give a speed buff.
- Clanshead Valley: Mountain can be driven inside.
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Update 0.45 | Update 0.47 |
Source
- Foxhole Website[1]