Mise à jour 0.49
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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 The “Ranseur” indicates progress in Kraunian design as they continue to leverage outdated equipment to create deadly, modern armour.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.
Hotfix 0.49.7.1
Changes
- 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.
Hotfix 0.49.7.3
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.
Hotfix 0.49.7.5
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.
Hotfix 0.49.7.6
Bug Fixes
- Vehicles bounce in regions observing high server load.
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Source
- Foxhole Website[1]