Update 0.43
Jump to navigation
Jump to search
Update 0.43 was released on April 20th, 2021.
New Content
- Noble Widow MK. XIV
- Class: Destroyer Tank
- Faction: Warden
- This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.
- 85K-a "Spatha"
- Class: Assault Tank
- Faction: Colonial
- The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”
New Weapons
- "Lionclaw" mc.VIII
- Class: Submachine Gun
- Faction: Colonial
- A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
- No.1 "The Liar" Submachine Gun
- Class: Submachine Gun
- Faction: Warden
- This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
- "Dusk" ce.III
- Class: Assault Rifle
- Faction: Colonial
- This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
- Booker Storm Rifle Model 838
- Class: Assault Rifle
- Faction: Warden
- The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
- Hydra's Whisper
- Class: Explosive
- Faction: Colonial
- This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
- BF5 White Ash Flask Grenade
- Class: Anti-Tank Grenade
- Faction: Warden
- An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.
Gameplay Changes
- Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
- Firepits can now be built on Seaport decks
- Radio Backpack transmit function now only works when the player is standing on landscape or a structure
- Transmission won't work if standing on Barges, rocks or other environment objects
- Added dedicated key for dropping large items (defaults to V, but can be remapped)
- Default key for Callout changed to H
- Default key for Transmit changed to J
- Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
- Landing Ships are now reservable at Storage Depots/Seaports
- Frontier Bases have been removed from the game
- NOTE: Border Bases are the new standard way to gain a foothold across contested borders
- Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
- Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
- Rockets now cause No Man's Land at the target location
Game Balance
- Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 Trucks at the start of Conquests
- Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
- All Assault Rifles class weapon production times have been reduced by 20%
- Improve Shotgun's ability to hit targets at point blank range
- All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
- NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
- All Mortars (vehicle or infantry) long range accuracy increased by 30%
- Green Ash crate size reduced from 20 to 10
- Infantry Support Gun rate of fire decreased by an overall 75% (reload time increased%)
- Mounted Bonesaw MK.3 rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
- Aalto Storm Rifle 24 range reduced by 10%
- NOTE: Reduction to further contrast this with the other new Assault Rifle
- All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
- HH-d "Peltast" rate of fire decreased by 20%
- Devitt-Caine MK-IV MMR rate of fire increased by 25%
- NOTE: Rate of fire slightly slower than HH-d "Peltast"
- Field AT (both factions) rate of fire increased by 13%
- Devitt-Caine MK-IV MMR cost reduced from 180 to 150 Refined Materials
- High Explosive Grenade crate size reduced from 25 to 20
- War Achievements have been updated as follows
- Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
- Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
- Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
- Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
- Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones
Map Changes
- Updated the landmass in the north of The Moors
- Added an additional landmass to Fisherman's Row
- Added an additional landmass to Tempest Island
- Added an additional landmass to Stonecradle
- Added new Map Layers to several logistics hubs to support a larger variety of starting conditions
Other Changes
- Squad & Regiment Map Posts
- Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
- Frame rate can now be customized on the options screen, allowing for greater than 60hz
- Offline characters in the F1 player screen can now be reported again
- Shard selector UI changes
- Stockpile logs now support Shippable structures
- Added animation interpolation system to smooth out turret rotation, crane rotation, etc
- Optimized map screen frame rate when there are a lot Map Posts
- Optimizations to region travel to prevent network stalls during large war starts
- Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes
Bug Fixes
- Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
- Vehicles on Barges can't be repaired due to collision detection issues
- Vehicles can get into a state where players can walk through their collisions
- Trenches can still cause holes to appear in the landscape with certain layouts
- Harvester treads are not animated
- Motorboats can prevent destroyed bridges from being rebuilt
- Tooltips In The Refinery Flash Intermittently
- 00MS "Stinger" doesn't Have A Horn
- Client can in rare cases crash when flag visuals are changed based on wind
- No "Whooshing" sound when punching air
- New Drawbridges Missing Animation For Lever Flipping
- Shipyard Full Repair action can be used to repair land vehicles
- Kivela Power Wheel 80-1 icon shows a Colonial Motorcycle variant
- Transmit hotkey remapping reflect in hints
- Using Binoculars can momentariliy make the player appear somewhere else in the world
- Ladders for certain bridges can't be climbed after the bridge is built
- Items get dropped into the water when retrieving from the Seaport with a full inventory
- Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
- Tread animation for in-place rotation is only animating for the driver
- Fire Pit model is floating when built on slopes
- One Drawbridge type is missing animation for lever flipping
- Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
- Typo in 7.62 ammo description
- Vehicles that rotate on the spot can rotate into walls, causing physics issues
- Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
- Very rare crash can occur when Bunkers are destroyed
- Graphics flickering can occur on Trenches connected to each other
- Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
- Gunners on the Drummond Spitfire 100d are difficult to hit with small arms
- Map Bugs
- Endless Shore: Rocks creating unintended high ground
- Oarbreaker: Freighters getting stuck at seaport
- Great March: No River collision near The Swan
- Allod's Bight: Players getting stuck at Mercy's Wail shipyard after submitting
- Great March: No Safehouse in Sitaria in some Map Layers
- The Moors: Rocks blocking naval passage in the river
- Great March: Flatbeds getting stuck in Sitaria
- Shackled Chasm: Old bridge underneath new bridge
- Viper Pit: Can get stuck in crevice
- Drowned Vale: Grass overlaps the road
- Marban Hollow: Drawbridge ladders Aren't low enough to the water
- Oarbreaker: Wall blocking access to Factory
- Oarbreaker: Construction Vehicles/Cranes can't be built on beaches at Integrum
Previous update | Next update |
---|---|
Update 0.42 | Update 0.44 |
Source
- Foxhole Website[1]