Update 0.16
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Release date: August 27, 2018
New Content
New Communication Tools
- Operations
- A new tool that allows players to form groups around objectives
- Operations have a dedicated voice and text chat channel
- Operations have a dedicated player list on the HUD
- Right click on a name in the player list to bring up a context menu to mute players
- Operations are cross region
- New Voice Engine
- Vivox is now the main engine used for voice chat (see their website for details)
- Push
G
to talk to your Operation group
- Text chat improvements
- A new tab system has been introduced (Though it's currently only available for Operations. We hope to expose it further in the future!)
- Scroll location stays in place even when a message comes in
- Better use of colour to differentiate text chat channels
- Text chat window visuals have been updated so it's clearer to tell when it has focus
Map Changes
- Reaching Trail has been heavily redesigned
- Mooring County has been heavily redesigned
- Umbral Wildwood layout has been redesigned
- East coast regions have been redesigned to include amphibious landing zones
- Water travel between Deadlands and Farranac Coast / Endless Shore is now available
- Resource Mines have been added to mainland World Conquest regions
- Terra, Vulpine Watch, and the road between Iron's End and Spine have been moved so that they are further away from the region borders
- Refinery has been moved from Thunderfoot to Stray in Umbral Wildwood
- Ceo Highlands (in Westgate) has been modified so that it doesn't provide an unfair vantage point
- More natural barriers added to region borders to prevent free access to partisans
- Scrap and Sulfur field locations have changed through out the conquest mainland
Gameplay Features and Changes
- Weapons Mechanics Revamp:
- New Stability system: All weapons are more accurate when you wait for them to stabilize first (stability level indicated by how far apart the reticule lines are)
- "Running and gunning" is much less effective now
- Certain weapons take longer to stabilize after moving than others
- Certain weapons take longer to stabilize after firing than others
- Accuracy has been tweaked across all weapons
- Weapon stability can be visualized when entering the shooting range in the Home Region
- New Stability system: All weapons are more accurate when you wait for them to stabilize first (stability level indicated by how far apart the reticule lines are)
- Camera now dynamically moves ahead for the driver of a vehicle, making it easier to avoid obstacles in front
Game Balance
- Tunnel Networks no longer decay
- Scrap fields now spawn 20% more nodes
- Tank Trap cost reduced from 20 to 15 Refined Materials
- Storm Rifles no longer require Blueprints to produce
- Barracks inventory capacity increased from 12 to 15 slots
- The time it takes a completed Factory order to move to the public inventory has been increased from 30 to 45 mins
- Skirmish Tech Tree now includes the HMG
- Forward Bases no longer provide Map Intelligence
Other Changes
- Other Changes
- Network logic for player activities has been reworked for increased robustness
- Reload bug has finally been fixed as a result of this change
- "Mission Objectives" have been renamed to "Squad Markers"
- Moderators will now have a unique name tag color in-game
Bug Fixes
- Wind visual effect on foliage is stronger on medium/low settings and causes FPS drop
- Foxhole is invisible from any angle when intersecting with grass
- In Umbral Wildwood, northern border travel zone queues player for Heartlands instead of Endless Shore
- Vehicle drivers can see players outside of vision zone during night time
- Distorted sound effect plays loudly when traveling between regions
- Commander can continue to fire Pistol after closing hatch on tank
- Sometimes hits from Hammer / Sledgehammer won't register, skipping every other hit
- Another player firing a shotgun launches your character backwards
- Barge traveled onto land at the Gallows/Victa crossing
- Players that load on your screen are given outlines through walls for a second
- Stuck spot on the river in Deadlands F6K1
- Players are able to repair defensive structures from inside Bunkers, Pillboxes, and Gunnests
- Can keep stockpile UI open even after getting out of vehicle
- Can get stuck in geometry behind the Victa hospital in Farranac Coast
- AT Mines visually explode in the wrong location after running them over
- Footprint trails appear on what should be hard / solid surfaces
- Player can run while firing SMG
- Oarbreaker road not properly reflected on map near The Report (G17k1)
- Fixed floating tree on Warden Home Island
- Leaving Skirmish doesn't reserve your spot when you reconnect immediately
- No animation exists for equipping Bayonet while crouched
- Barracks placed on slopes with the front facing into the cliff will spawn you under the ground
- Cliffs and shore in Deadlands F7k8 have elements (trees, grass) floating above player
- Players can launch themselves into the air using a gate and high latency
- Player can move around with map open, after opening and closing chat with the map open
- If Player mashes Q (enter) while repairing a vehicle, or structure which can be entered (ie; Pillbox), they will continue to repair while in the vehicle
- Entering vehicles while prone does not unequip your current weapon
- Ammo doesn't refill after reload animation plays back under high network latency conditions
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Update 0.15 | Update 0.17 |
Source
Foxhole Official Website. [1]