Foxhole Wiki

release date May 29th, 2022.

Release Notes

New Content

  • 86K-c “Ranseur”
    • Class: Assault Tank
    • Faction: Colonial
    • This evolution of the “Bardiche” is fitted quad-mounted RPG launchers paired with a high-velocity 12.7mm cannon. The “Ranseur” indicates progress in Kraunian design as they continue to leverage outdated equipment to create deadly, modern armour.
  • Gallagher Highwayman Mk. III
    • Class: Cruiser Tank
    • Faction: Warden
    • Colm Gallagher’s engineers designed a variation of the Outlaw that features an independently rotating MG turret sitting atop the main armament of twin anti-tank cannons. What it lacks in raw firepower compared to its older sibling, the Highwayman more than makes up for it with versatility.

New Features

  • Improved Vehicle Physics.
    • Rear wheel drive and tracked motorized vehicles will see more realistic behaviour when traversing uneven terrain, trenches, and rubble. Charging a tank over several trenches can be performed in an accurate advance that conforms to the shape of the terrain under your treads.
    • Abrupt lag spikes at bridges should no longer throw your truck into the ocean.
    • Fully tracked vehicle controls have an alternative control scheme that can be toggled in the options menu.
  • Localisation has returned and remains a work in progress for the following languages.
    • Chinese
    • French
    • German
    • Portuguese
    • Russian
    • If you would like to get involved with the localisation process and help improve the quality of our localisation, please see our post about it here
  • Performance improvements for Bunker Bases, Squad GUI, and Weather.

Balance Changes

  • UV-24 "Icarus" range increased to 40m
  • T8 "Gemini" range increased to 35m
  • T8 "Gemini" inventory/ammo capacity increased from 6 to 12
  • Balfour Rampart 40mm deals 25% less damage against structures (damage vs vehicle is unchanged)
  • All deployed Tripod weapons have 50% more health
  • Field Machine Gun ammo capacity doubled (see bug fixes).
  • Clancy-Raca M4
    • Stability gain rate decreased.
    • Crate size reduced from 5 to 3.
    • Can no longer stand and fire without full cover.
    • Movement speed penalty increased.
    • High velocity reduced to 35%
    • Weapon can no longer fire from Barges or APCs.
  • KRR3-792 Auger
    • Stability gain rate decreased.
    • Refined material cost increased from 15 to 25.
    • Can no longer stand and fire without full cover.
    • Movement speed penalty increased.
    • High velocity reduced to 25%.
    • Weapon can no longer fire from Barges or APCs.
  • Ignifist 30
    • Time to equip reduced by 20%.
  • 68mm Anti-Tank Cannon
    • Reload time increased by 30%.
  • Booker Storm Rifle Model 838
    • Max range and max effective range increased.
    • Turning speed increased.
    • Movement speed penalty decreased.
  • "Dusk" ce.III
    • Turning speed increased.
    • Movement speed penalty decreased.
  • Catara mo.II
    • Turning speed increased.
    • Movement speed penalty decreased.
  • Aalto Storm Rifle 24
    • Turning speed increased.
    • Movement speed penalty decreased.
  • Clancy Cinder M3
    • Stability gain rate decreased.
    • Maximum range increased.
    • Fire rate increased.
  • KRR2-790 Omen
    • Stability gain rate decreased.
    • Maximum range increased.

Gameplay Changes

  • Sandbags, Wall (Tier 1), and Firepit build sites are now destroyed when rammed.
  • Keeps' and Outposts' interior are now warm environments.
  • Trench and Bunker build sites can now be demolished by the original builder.
  • Hammer built build sites can now be demolished by the original builder.
  • Demolition can be performed by the original builder without reserving the structure first.
  • Bunker Garrison defences will now leave a bunker husk of equivalent tier when destroyed.
  • Bunker Ramps no longer reduce the repair cost of bunkers.
  • Players can now vault out of craters being filled in with a shovel.
  • Packaging and unpackaging can now be cancelled with player movement like assembly can.
  • Passive Squad members can now lock and unlock squad claimed vehicles.
  • Passive Squad members now contribute to the required number of members to reserve a Storm Cannon, Intelligence Center, or Ammo Room.
  • Contested borders can no longer be prevented indefinitely by deliberately ignoring a factions last main spawn point.
  • Trench and Bunker husks will slow most vehicles attempting to cross over them.
  • Tripods can now be deployed in trench barbed wire.

Map Changes

  • Additional environmental set pieces have been added.

Other Changes

  • Regional chat tab added to the chat window.
  • All Light Tank variants have been reduced in size by about 10%.
  • S shaped bunkers are no longer eligible for Storm Cannon or Intelligence Center construction.
  • Engineering Center information tooltip no longer mentions researching higher research levels.
  • Crane hook rotation controls are now communicated to users operating a deployed crane.
  • Bunker Ramps can now be built or upgraded by hammering the open space the structure occupies.
  • The following Code of Conduct rule has been updated. The new addition has been underlined.
    • Do not exploit bugs, modify the game client, or use external tools to gain an unfair advantage.
    • This rule now encompasses things such as input broadcasting tools.
  • The Code of Conduct has been added to the website here

Bug Fixes

  • Crash when observing a bunker in a bugged state.
  • Regions' war times are not in sync.
  • Weapon ammo count desync between server and client causes a ghost round to occupy the magazine.
  • Held item state desync between server and client causes the player to hold an invisible weapon.
  • Player rotation desync between server and client causes the player to face 90 degrees to their right.
  • An audio deadlock prevents the application from closing on exit.
  • When a Squad Leader is inviting multiple players to his squad only the first player to accept their invite can join.
  • The available squads list is not reset when a war ends.
  • The second player manning the emplaced artillery does not die when it is destroyed.
  • Field Machine Guns will consume two rounds for every one round fired.
  • Player activity logs do not reset at the start of a new war.
  • Weapon impact sounds will play twice when impacting objects.
  • Some bunker types can not be repaired from outside.
  • Concealment is provided to players in trenches when they are adjacent to bushes.
  • Garrison House window's tier 2 wood material is applied to all tiers.
  • Garrison House window's will force the player to walk after leaving the firing position in some locations.
  • Barn Garrison House material will fail to load and show as a glowing yellow during snow storms.
  • The Howitzer Garrison can be constructed into an obstructing vehicle.
  • Bridge approach support pillars at the start of the guard rail have no collision.
  • Cutler Foebreaker has a typo when mounted.
  • A player standing up in a trench can stop a tank driving over them.
  • Environmental assets fail to render to the player at the edge of the players screen.
  • Devitt Mk. III track animation rotates the wrong way.
  • Gallagher Outlaw Mk. II drive wheel animation is not a complete loop.
  • Gallagher Outlaw Mk. II driver vision port has nothing behind it.
  • Engineering Center Wall research options state that walls can be wrenched.
  • APC's rear passenger area can not be entered immediately after building the vehicle.
  • The smoke effect from disabled vehicles flickers when rotating the camera.
  • Neutral Safe Houses at war start may be interacted with a vehicle: allowing access to their stockpile.
  • SMGs' aiming lines do not accurately communicate the effective range of the weapon.
  • The Keep is not protected from friendly fire damage
  • Listening Kits may be buried in trenches.
  • Walls built proximal to a road may become invincible.
  • Cancelling item assembly after the source container is filled will destroy the item.
  • Bunker ramps can be constructed adjacent to Storm Cannon build sites.
  • Mounting an Emplacement will launch an obstructing player into the air.
  • Trench connectors can be connected to a reserved structure.

Map Bug Fixes

  • Fisherman's Row: A terrain spike is present near the border of Oarbreaker Isles.
  • Callahan's Passage: A rock west of Solas Gorge has no collision.
  • Deadlands: A fence is floating south of Sun's Hollow.
  • Deadlands: A rock has no collision adjacent to the border of Callahan's Passage.
  • Deadlands: There is a hole the players can fall into adjacent to the bridge west of Brine Glen.
  • Deadlands: The players can get stuck in the rocks south of Brine Glen.
  • Drowned Vale: A pile of logs will get the player stuck in The Baths.
  • Acrithia: Terrain flickering near the border of Kalokai
  • Endless Shore: Floating pottery at Saltbrook Channel Seaport.
  • Endless Shore: The players walk under the terrain north of Brackish Point at the map edge.
  • Tempest Island: Floating barrels west of Alchimio Estate
  • Umbral Wildwood: A tree is floating south of Stray.
  • Reaching Trail: A stump is floating north of Fort Mac Conaill.
  • Reaching Trail: Dwyerstown emplacement house is blocked by a tree.
  • Reaching Trail: Terrain is forming hard edges along the border with The Moors.
  • Godcrofts: The rocks north of Skodio have a spot players can get stuck in.
  • Westgate: Vine ladder in The Gallows kicks you off at the top.
  • Westgate: In Longstone the Refinery and the Factory are overlapping.
  • Terminus: Terrain flickering along most of the border with Shackled Chasm.
  • Callum's Cape: A chimney adjacent to an eastern Safe House is blocking access to a bicycle.
  • Warden Home Region: Colonial emblem is present on some banners.



  • Improved motorcycle traction.
  • Bunkers attached to other bunkers can no longer be demolished when damaged.

Bug Fixes

  • Sleeping characters cause a server crash when run over.
  • Trenches adjacent to bunkers can not be filled in.

Known Issues

  • Vehicle physics may look 'wobbly' when playing with framerates higher than 60.
  • Only the current tech tree tier can be seen in the engineering center.


Bug Fixes

  • High frame rates can cause vehicles to 'hop' around.
  • Vehicle rotation accelerates when adjacent to an object.
  • Only the active tech tier is visible at the Engineering Center.
  • Trench connectors under roads can have Sandbags or Barbed Wire added to them.


Bug Fixes

  • Surface not suitable check can be circumvented by standing on a Trench Connector.
  • Trench Connectors remain attached after the build site they are connected to expire.
  • Trench Connectors under roads do not self destruct if built without an exposed neighbour.
  • Vehicles can run players over when parked.
  • Legacy reverse behaviour does not kick in until at speed.


Bug Fixes

  • Vehicles bounce in regions observing high server load.

Previous update Next update
Update 0.48 Update 0.50


  • Foxhole Website[1]