Mise à jour 1.55
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Officially released on December 5th, 2023.
Initial Release
New Features
- Tabs within some UIs, such as the Build Menu or Factory UI, can now be cycled with A and D.
Balance Changes
- Resources from sorting Wreckage has been adjusted to increase the number of Refined Materials provided.
- Advanced Coal Liquefier Modification cost reduced from 65 to 40 Steel Construction Materials.
- Coastal Guns now require a Construction Vehicle to build.
- T5 "Percuito" cost changed from 5 Processed Construction Materials to 10 Construction Materials.
- O'brien V. 101 Freeman
- Health increased from 1000 to 1250
- Reload speed decreased from 5.5s to 5s.
- O'Brien v.190 Knave health increased from 1000 to 1250
- Niska Mk. II Blinder has been reseparated from the Niska Mk. I Gun Motor Carriage Tech.
- Ignifist 30 damage increased from 325 to 375.
- Bomastone Grenade damage decreased from 150 to 125
- Green Ash crate size reduced from 10 to 5
- AEON Rocket
- Health increased from 1500 to 3600
- Armour type improved from Tier 2 to Tier 3.
- Dev Note: This is referring to the Rocket that is assembled at the A0E-9 Rocket Platform not the Platform itself.
- 85K-b "Falchion"
- Health increased from 3000 to 3650
- Armour Health increased by ~40%.
- 85K-a "Spatha"
- Health increased from 3000 to 3650
- Armour Health increased by ~23%.
- Reload speed decreased from 5s to 3s.
- Firing duration decreased from 2s to 1.5s.
- 85V-G "Talos"
- Health increased from 3250 to 4000
- Armour Health increased by ~13%.
- Ammo capacity increased from 5 to 12.
- Gallagher Outlaw Mk. II
- Health increased from 2700 to 2950
- Armour Health increased by 10%
- Refined Material cost reduced from 165 to 150
- Tier upgrade cost decreased from 465 to 450 Processed Construction Materials
- Gallagher Highwayman Mk. III
- Health increased from 2700 to 2950
- Armour Health increased by 10%
- Tier upgrade cost decreased from 480 to 465 Processed Construction Materials
- Gallagher Thornfall Mk. VI
- Health increased from 2400 to 2650
- Armour Health increased by 10%
- Silverhand Lordscar Mk. X ammo capacity increased from 6 to 12.
- 945G "Stygian Bolt" added a High Velocity modifier of 50%.
- Balfour Stockade 75mm added a High Velocity modifier of 35%.
- Nakki Class Submarine Battery Charge consumed whilst submerged decreased from 0.14 to 0.1
- Moray Torpedo moved from Heavy Arms to Heavy Ammo category.
Gameplay Changes
- Crane arms are now obstructed from picking up or putting down shippables through the Bulwark.
- Shippables transported by a BMS - Packmule Flatbed or BMS Longrider are now destroyed when the vehicle is destroyed.
- The following Shippables are excluded from this rule: Fuel Container, Material Pallet, Resource Container, Shipping Container
- The Engine Reversal mechanic for all Large Ships, excluding the Nakki Class Submairne, has been improved to more dramatically affect the turn rate of a ship in motion.
- Titan Class Battleship rudder size has been increased which will increase base turn rate by ~33%.
- Metalworks Factory Recycler modification
- New recipe
- Costs 15 Construction Materials, 1 Metal Beam, 10L Heavy Oil, and 8MW of Power.
- Outputs 1 Processed Construction Material.
- Modification cost increased from 25 to 150 Construction Materials.
- Metal Beam recipe removed.
- New recipe
- Materials Factory Assembly Bay modification now has a Metal Beam recipe similar to the Sandbag and Barbed Wire recipes.
- Coal Refinery Coal Liquefier modification Concrete recipe now also produces 10 Sulfur.
- Coal Refinery Advanced Coal Liquefier modification now has a new recipe
Map Changes
- The Clahstra:
- Added a Rail Bridge west of Watchful Nave.
- Morgen's Crossing:
- Added a Shipyard to Lividus.
- Origin:
- The western coastline has been reworked to allow more space for ship movements.
- Moved Initium Pre-Placed Tracks to run along the south-western road instead of along the beach.
- Tempest Island:
- Port town moved from Liar's Haven to The Iris to match Eidolo in Fisherman's Row.
Other Changes
- Bandages mesh visuals are now rendered when Bandages are used
- Build Site Ghosts are now rotated to the player's camera orientation when selecting a structure from the Build Menu.
- All gunner positions now show remaining ammo in the vehicle's inventory to be consistent with tank cannons.
- Nakki Class Submarine's driver now receives low or empty battery warnings referring to Battery Charge instead of Fuel when the batteries are in use.
- Improvements have been made to the Shippables section of UI within vehicles that can carry Shippables.
- When hovering over an Empty Shippables Slot a tooltip is shown informing the player a Shippable can be stored.
- A tooltip for the Shippables section has been added explaining what Shippables are.
- The quantity of Shippables that a vehicle can store is now shown.
- Entering a friendly vehicle with a recently disconnected driver removes the post-disconnect protections on the vehicle.
- Vehicles in Post-Recovery Mode or protected by a recently disconnected driver can no longer be Wrenched by enemies.
- Maximum build distance has been increased from 14m to 18m.
- This allows Navy Piers to be easily constructed to their full length.
- Improved Navy Pier placement logic.
- Blumfield LK205 spawns are now rotated so the exit position is unobstructed. This will reduce cases of players become stuck when the Blumfield LK205 is frozen.
- Player and vehicle temperature will now return to normal when outside of a Snowstorm.
- Physics simulation improvements.
- Region Event Log timestamps now show days for logs over a day old.
- Build Ghosts can no longer be placed when the player is on the deck of a ship, excluding deployables.
- Players that are AFK in a Region that is queued by friendlies will be kicked after a period of time.
- Transferring a shippable from a vehicle crane to a BMS - Bluefin now opens up the UI
Bug Fixes
- Localisation language is reset to the OS language the player has selected when launching the game.
- Aegis Steelbreaker K5A and O'Brien Warsmith V.215 subsystems cannot be disabled.
- Neutral Garrisons found at the start of the war prompt the player to mount garrisonable windows with Q.
- Neutral Garrisons found at the start of the war shoot at either team.
- Silverhand Lordscar Mk. X front external hitbox is inaccurate.
- UV-24 "Icarus"'s gunner uses a rifle firing animation.
- Destroyed Train Bridges have incorrect textures in some areas.
- A0E-9 Rocket Booster has hard edges when damaged.
- Concrete Bridges destroy vehicles when the bridge is destroyed.
- Minimum order size is not enforced on some Mass Production Factory categories.
- BMS - Bluefin has some propeller and rudder animation issues.
- BMS - Bluefin creates a hole in the water to the side of the ship when the rear is flooding.
- Nakki Class Submarine has some interior parts slightly clipping outside of the vehicle.
- Female characters' right arm becomes fractured at best, broken at worst, when carrying a Large Item.
- Players are able to stand in unexpected areas of Type C - "Charon" and 74b-1 Ronan Gunship.
- "F to cycle ammo" is still present on Engineer seats.
- Nakki Class Submarine is missing rudder, propeller, and dive plane animations.
- Ship and Rocket Shippables are in the incorrect tab in the Maintenance Tunnel.
- 120-68 "Koronides" Field Gun reload animation has some issues.
- Gravel refunded by demolishing Foundations is put underground in some cases.
- AB-11 "Doru" MG plays two SFX when firing.
- Field Weapons can be pushed into Bunker pieces.
- AU-A150 Taurine Rigger's track movement animation is too slow.
- BMS - Bluefin Spotter can switch to front MG positions unintentionally.
- The driver of the Nakki Class Submarine cannot hear sonar pings.
- Field Bridges and Navy Piers do not check for angle restrictions in some cases.
- Observing a player climbing up a ladder on a moving Large Ship does not synch the observed player's position with the true position of the ladder.
- An Emplacement cannot be packaged if an occupant is killed.
- AEON Rocket launch timer is not paused during Recovery Mode.
- Power Poles and Power Switches have Stockpile Logs.
- Maintenance Status tooltips is Bases refers to Small Garrison.
- SMGs reloaded whilst prone does not animate the right hand, and both hands become detached from the arms.
- KRN886-127 Gast Machine Gun and Malone MK.2 produce a muzzle flash and smoke too far from the end of the barrel.
- KRN886-127 Gast Machine Gun is too far forward when held whilst standing.
- Catara mo.II produces no shell casings whilst firing.
- Bane 45 standing reload animation pushes the shield through the player's head.
- Dev Note: it is known that this still happens on the crouched reload animation.
- The ocean floor is used for distance measurements when using Binoculars from within a Large Ship.
- The Maintenance Status UI within Bases incorrectly shows that Bases without the Small Garrison tech aren't preventing decay.
- The Change Fuel action cannot be performed on a Reserved vehicle when the claiming Squad is an Inactive Squad.
- Structures that are protected from friendly fire cannot be destroyed by a friendly AEON Rocket impact.
- First Aid Kits can be used on incapacitated players.
Map Bug Fixes
- Allods Bight:
- There is a terrain spike north of Mercy's Wail.
- Callum's Cape:
- There is a hole between the road and canal wall leading down to the Seaport in Callum's Keep.
- Drowned Vale:
- There are some stuck spots along rocks north of Singing Serpents.
- Endless Shore:
- The landmass around Brackish Point and Sídhe Fall was too low, meaning some craters act as if they're filled with water.
- Sídhe Fall Relic Base is floating slightly.
- Old Jack Tar Relic Base is sunken slightly.
- Kalokai:
- Baccae Ridge Shipyard has a rock beneath it that can be obstructive to boats.
- The Moors:
- Visual effects are inappropriately placed above Morrighan's Grave Town Hall.
- Morgen's Crossing:
- The Bastard Sea Road Bridge has a stuck spot on the south.
- Stonecradle:
- Pebbles are floating in two spots at Daihbi Point.
- Warden Home Region:
- BMS - Grouper spawns in the Naval Training area are Colonial when spawned.
Hotfix 1.55.2.2
Implemented on December 12th, 2023
Bug Fixes
- Gate collisions are too large making placement difficult.
Hotfix 1.55.2.3
Implemented on December 21st, 2023
Bug Fixes
- Client would crash due to some rare errors.
Hotfix 1.55.2.5
Implemented February 9th, 2024
Other Changes
- Added short-term mitigations to address a subset of recent Steam connection anomalies.
- See more information about these issues here.
- Dev Note: Additional mitigations are being worked on for another pending hotfix.
- See more information about these issues here.
- Temporarily disabled Reserve Stockpile public visibility on select regions to mitigate issues when the number of Stockpiles reach high amounts at a single depot.
Hotfix 1.55.3.0
Implemented February 13th, 2024
Other Changes
- Added additional tools to test Steam connection anomalies.
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Source
- Foxhole Website[1]