Update 0.46

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release date September 22nd, 2021. Officially called "Entrenched".

Promo Art



Initial Release

New Content

  • 86K-a "Bardiche"
    • Class: Assault Tank
    • Faction: Colonial
    • Unlike the 85-series, the Bardiche sports a heavier, more durable build and is fitted with a coaxial heavy machinegun along with a powerful, short-barreled 68mm turret. Modern Kraunian engineering allows for a fast reload, making it an ideal tool to combat enemy armour.
  • Gallagher Outlaw Mk. II
    • Class: Cruiser Tank
    • Faction: Warden
    • Originally designed in response to incoming swarms of Mesean armour, the Outlaw is an exceptionally capable medium tank armed with a long-range 40mm turret and includes a built-in storm rifle support position.
  • The Hangman 757
    • Class: Revolver Rifle
    • Faction: Warden
    • The weapon of choice for pirates and smugglers, its legend is well-earned. With incredibly high stopping power and unique revolver mechanism, the Hangman often plays judge, jury, and executioner.
  • volta r.I Repeater
    • Class: Heavy Rifle
    • Faction: Colonial
    • An old war Mesean rifle. It boasts high stopping power, but not as accurate as its modern variant. A weapon of legend, the Howling Lions wielded the Volta during their raid on the beaches of Fisherman's Row.
  • Clancy Cinder M3
    • Class: Long Rifle
    • Faction: Warden
    • The Clancy Cinder is a classic, high-powered long-rifle designed for use in mid-to-long range encounters. First deployed with the Hands during a high-risk operation in Acrthia.
  • KRR2-790 Omen
    • Class: Long Rifle
    • Faction: Colonial
    • An older but reliable model of Kraunian long rifle. The Omen is a sturdy, simple weapon best used in long-distance skirmishes.
  • Sampo Auto-Rifle 77
    • Class: Auto Rifle
    • Faction: Warden
    • The precursor to the storm rifle, the Sampo Auto-Rifle, is a mastercraft of its day. With a single shot and automatic fire mode, this versatile rifle may not reach the fire rates of automatic weapons but more than makes up for it with utility.
  • Small Shipping Containers
    • Produced at Construction Yards
    • Performs the same functionality as old Shipping Containers
    • What you lose in carry capacity you make up for in flexibility as crates can be assembled on open terrain.
  • Listening Kit
    • A device used to intercept enemy radio broadcasts transmitted from nearby sources.
    • Works like a portable version of the Intelligence Center that works on local Intel sources.
    • Required a Tripod

World Expansion

  • Southern environment set
    • Unique landscape and foliage
    • New town environments and building style
    • Four new Garrison Houses
    • One new Safe House

Building Update

  • New Bunker/Trench Modifications
    • Bunker Stairs allowing easy access to the roof
    • Bunker Ladder also allowing easy access to the roof
    • Interior Firing Port gives cover and fallback positions if the enemy gets inside
    • Bunker Sandbags gives a secure firing position on the roof while preventing enemies from climbing onto your bunker
    • Trench Sandbags provide ground level cover and prevents enemies from using your Trench against you.
  • Barbed Wire Fence
    • Used to prevent enemy infantry movement through an area. This structure is difficult to destroy with conventional weapons and must be dismantled with a wrench.
  • Foxhole (New PvP version)
    • A simple hole dug into the ground to provide infantry with makeshift cover from enemy fire.
    • Players can easily build this with a shovel
  • Observation Bunker (2x Tiers)
    • A radio bunker that provides intel to friendly units about the surrounding area. Reinforced with wood, it can withstand more punishment than a standard radio tower, and therefor is capable of increased effectiveness.
    • Requires power
    • Tier 2 has greater range than Watchtowers
    • Tier 3 has greater range than Tier 2
  • Intelligence Center
    • A high-tech listening post designed to intercept and decode enemy transmissions. The intelligence center can target distant location and will continue to decipher sensitive transmissions over a sustained period.
    • With the same prerequisites for construction as a Storm Cannon
    • Power requirements are exhaustive
    • Disabled during heavy Rain Storms
  • Large Materials building system
    • Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
      • Structures can be arbitrarily scaled and curved for more custom coverage
      • Such structures can be built on bridges
    • Large Materials are procured on Pallets, which are now available for construction at the Construction Yard and are distributed by Flatbed Truck.
  • New Power system
    • Power is now a finite resource that is produced and consumed in Wattage
    • Engine Rooms produce a certain amount of Wattage while fueled with Diesel
    • Power will distribute equally to all connected structures within pipe range
    • Bunker Garrison structures now have lights that extend their targeting range at night
  • Bunker and Trench Reservation
    • The original builder of a bunker may "reserve" their structure.
    • Reserved structures can not be upgraded, modified, or attached to except by the original builder or owning squad.
      • The owning squad is determined by what squad the builder was in when the structure was originally constructed.
      • Structure reservation lasts 48 hours and can be refreshed by the original builder or anyone in the owning squad.
    • Structures that are less than 3 hours old and not concrete may be demolished by the owner or by a member of the owning squad.
  • AI visualized line of sight preview for selected structure build ghosts.
    • The visualized area will be displayed before placing a build site for construction and during structure upgrade.
    • Visualized area represents the AI's maximum range and accounts for physical obstructions including topography and other structures.
    • Temporary obstructions such as vehicles, other players, and concealed structures are not accounted for by the visualized area.
  • Bunker Infrastructure now provide passive buffs making them useful even after unlocking Base upgrades
    • Bunk Beds/Lockers/Latrine: Nearby Bunker Bases have a small chance to not consume a Soldier Supply when a player spawns
    • Wash Station/Kitchen/Pantry: Nearby AT and Howitzer Garrisons fire slightly faster
    • Workstation/Computer Module: Nearby Storm Cannons and Intelligence Centers require less power to operate
    • Chalk Board/Radio Station/Strategic Map: Nearby Observation Bunkers can sight targets slightly outside of their detection radius
  • Bunker and Trench modification placement is more flexible
    • Barbed Wire modification can now be build on Trench Connectors.
    • Trench Sandbags and Barbed Wire can fit onto all sides of a Trench, including the ends of a Trench and beside Trench Bridges
  • Bunker modifications can now be added onto Engine Rooms, Bunker Ramps, and Ammo Rooms.
  • Bunker Garrison defenses now have full interior spaces where modifications can be built
  • Bunkers and Trenches will now visually degrade when damaged like tanks do when they lose armour.
  • Engine Room can now be constructed at tier 2
  • Tier 1 Trenches and Trench husks can be filled with a shovel.
  • Bunker Garrison defenses can only be mounted from inside the bunker.
  • Certain Trench Modifications now block other trenches from connecting
  • Trench Connectors updated to reduce terrain holes and increase reliability.

Uniforms

  • Players can now equip uniforms, which can change your inventory configuration and provide one or more gameplay benefits
  • Uniforms are produced at Factories and delivered to Base stockpiles in Crates

Tactical Camera

  • A brand new camera developed from the ground up, offering many new benefits
  • Aiming at the corner of the screen is no longer advantageous (viewing distance is equal in every direction)
  • Camera zooms out/pans far enough that most of the view range can be visible by aiming in the corresponding direction
  • Give players a much broader view of the battlefield, allowing better tactical decisions to be made based on what's visible around them.
  • The Tactical Camera is not available for artillery positions, drivers, and certain vehicle passenger positions.

Gameplay Changes

  • Shipping Container capacity increased by 50% (from 40 to 60 crates), but can now only be unloaded at Storage Depots and Seaports
    • NOTE: Small Shipping Containers now exist to perform the functionality of the old Shipping Containers (i.e. they can be unloaded anywhere)
  • Border bases now prevent rapid decay.
  • Ships that linger under bridges will rapidly decay.

Game Balance

  • Garrison House and Town Base High Explosive (artillery) damage mitigation significantly reduced at Tier 1 & Tier 2 (Tier 3 remains the same)
    • NOTE: The net result is that artillery destroys T1/T2 of these structures faster
  • Bunker MG Garrison improvements:
    • Range increased 15%.
    • Damage increased 150%.
    • Firing arc increased from 40 to 45 degrees.
    • Rate of fire decreased -33%.
  • Bunker AT Garrison improvements:
    • Rate of fire increased 15%.
    • Range increased 7%.
    • Retaliation fire range increased from 40m to 50m.
    • Damage decreased 15%.
  • Garrison Houses, Relic Bases, and Seaport AT improvements:
    • Damage against vehicles increased 100% to be consistent with other 20mm weapons.
    • Rate of fire decreased -33%.
  • Garrison House and Safe House damage mitigation improvements:
    • Tier 2: Armour Piercing damage resistance increased from 75% to 85%.
    • Tier 3: Armour Piercing damage resistance increased from 75% to 93%.
  • Devitt Ironhide Mk. IV changes:
    • Reinforced Materials cost decreased from 160 to 150.
    • Tank Armour Hit Points increased by 5%.
    • Minimum penetration chance increased from 27% to 30%.
    • Hit Points decreased by 13%.
  • Tier 3 Engine Rooms structural integrity has been increased by 20%.
  • Flatbed Truck and Halftracks increased torque which will increase uphill speed.
  • Trench Connector excavation cost increased from 112 to 115.
  • Rocket launch codes now take 15 minutes to gather instead of 10.

Map Changes

  • Fisherman's Row: Eidolo Refinery has been relocated somewhere else in town.
  • Stonecradle: Bucker Sound Seaport moved to North coast.
  • Allod's Bight: Mercy's Wail Seaport moved to South coast.
  • Farranac Coast: Victa Seaport moved to Jade Cove.
  • Endless Shores: Wellchurch Seaport moved to Saltbrook Channel.
  • Bushes that provide soldiers concealment have been added to Northern regions.
  • Stonecradle: added names to new peninsula.
  • Oarkbreaker and Fisherman's Row opened up the Eastern ocean border to create an unobstructed waterway.
  • Godcrofts: extended cliffs to the landmass bordering Morgen's Crossing
  • Endless Shore: Relocated Seaport to North shore.
  • Farranac Coast: Mara bridge updated. Added default storage depot to Victa.
  • Silk Farms: Stone arch removed on the river.

Other Changes

  • Stockpiles have been organized.
    • Weapons are now consistently located near the ammo type(s) they're associated with.
    • Hammer has been added to the utility category.
  • Options screen now has reset defaults button.
  • Keyboard configuration now supports the modifiers Shift, Ctrl, and Alt.
  • Pipes are now visible in upgrade mode, not when alt is held down.
  • Ctrl key now allows players to view the second floor of Bunkers and other structures
  • Build menu has been pruned of options not available for the tool held. For example the Encampment has been removed from the hammer's build menu.
  • Shippables and Vehicles assembled while in a crane should start selected for the crane operator
  • New support button that initiates an interface for reporting server and other issues
  • Text chat SFX has been removed.
  • Support button has been added to the main menu and escape menu. Clicking on this button will allow players to quickly report connection issues and code of conduct violations.
  • Structural Integrity information is now provided on the bunker upgrade window.

Bug Fixes

  • Tracked vehicles on a barge will have their treads spin for no reason when the barge turns.
  • Rapid Decay Zone text missing near neutral Border Bases.
  • Safe Houses do not give commend notifications when supplied.
  • AT mines fail to deploy frequently.
  • Snowy bushes exist in various warm environments such as the Colonial Home Region.
  • Map intelligence update notification is not present when interacting with a base or observing the map screen time and date panel.
  • 7.92mm Ammo mentions light machine guns.
  • Tank commanders can drop items with the hatch open.
  • Resource mines mention advanced mining facilities in the help panel.
  • In some cases rock collision does not match the asset.
  • Players can run while crouched.
  • Bunker Corners have a typo on the build menu.
  • Trench build sites can be tricked allowing construction on steep terrain.
  • Trench bridges can be constructed on T junctions
  • Bunker Garrison defense build sites turn neutral after a server restart.
  • Upgrading a bunker destroys the doorway.
  • Mountain collision has invisible walls.
  • Ignifists and other items stack in player inventory.
  • Players head poking out of the pillbox.
  • Pillbox firing point doesn't match the tracers.
  • Mortar benefits from tactical camera.
  • Client name tags reduce FPS.
  • Foxholes can not be filled.
  • Trenches with modifications can not be filled.
  • Binoculars view range is set too low.


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Source

  • Foxhole Website[1]