Weather

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Versioning

This article is considered accurate for the current version (1.59) of the game.

Foxhole has three types of Weather: Clear Skies (default), Rain Storm, and Snow Storm.

Storms affect a large circular area of the world across multiple regions. The size, duration, and intensity of the storm vary. The center of the storm is always more intense than the outskirts. The location, date, duration, size, and intensity of storms during the war is randomised but can be predicted ahead of time using Weather Stations.

Snow Storm

Visuals

A snow storm is indicated by snowfall and fog as well as wind sound. A fresh layer of snow is visibly accumulating on terrain, structures, and parked vehicles. This shouldn't be confused with the static snow on the ground in the northernmost regions. The severity of the storm affects how much snow appears on the landscape and buildings.

Cold Mechanic

The cold is the main mechanic of the Snow Storm. It can freeze soldiers, vehicles, and even bodies of water.

Freezing Soldiers:
Soldiers slowly freeze to death when exposed to the cold. The cold does not deal damage over time but instantly kills a soldier once completely frozen, similar to drowning. How close they are to dying is visually represented by the amount of snow on the soldier. Cold warnings will appear with the message "You are getting cold" and the "cold" status effect IconStatusFreezingState.png under the stamina bar. When close to death, the status effect will change to "freezing"IconStatusCriticalFreezingState.png and the message "You are freezing to death" will appear. You will shortly thereafter die from the cold. How fast the cold kills depends on the severity of the snow storm, the strongest storms can kill in a few minutes.

Wearing a Snow Uniform considerably increases the player's survival time.

Players can quickly warm up their body by standing next to a lit Fire Pit, Field Range, or Bunker Hearth, giving them the "Warming" IconStatusSlowWarmingState.png status effect. How cold they are does not affect their speed.

Taking shelter in a Trench, Foxhole, Bunker, or inside a vehicle or building (even a destroyed Garrisoned House) will protect a soldier from the cold and slowly warm them up ("Slow Warming" IconStatusSlowWarmingState.png status effect). Craters, destroyed Relic Bases do not protect from the cold.

Freezing Vehicles:
The strongest snow storms slowly freeze all vehicles with no engine running, except Large Ships. Once a vehicle is completely frozen it cannot move, have it's fuel removed or be packaged until it is warmed up. The snow visually accumulating on top of vehicles represents how cold they are. A fully frozen vehicle can be identified by the thick uniform layer of snow on its top.

Vehicles can be quickly unfrozen and warmed up if next to a lit Fire Pit or Field Range. Armoured vehicles can also be warmed up using Flamethrowers or flame throwing vehicles.

If a vehicle isn't fully frozen yet it can be slowly warmed up by keeping its engine on. The running engine also warms up any Trailer in tow.

Freezing Pipelines:
The cold will also freeze Pipeline Networks, reducing their flow rate. This can be prevented by upgrading each Pipeline segment to make them insulated at the cost of one Pipe.

Ice
Severe snow storms freeze over bodies of water, excluding ocean areas, over time. This opens new routes for infantry and land vehicles but blocks all but large ship navigation.

Segments of ice can take damage and eventually completely crack. Vehicles driving over ice will damage ice, with the damage increasing as the class of vehicle gets heavier. Explosives and flamethrowers can damage ice. Large Ships can ram and instantly destroy ice in their way. Broken or damaged segments of ice will refreeze over time.

The ice prevents the construction of ships at Shipyards and the retrieval of ships at Seaport unless it is broken.

Structures cannot be built in ice, except for Tank Traps, Barbed Wires, and Sandbag Covers. Tripods and Havoc Charges can be deployed on ice though.

Visibility

Snow Storms reduce the player's vision range, similar to night time. The visibility reduction scales with the storm's intensity. The weakest storm reduces the range within which you can see infantry, Field Guns, Tripods, and Emplacements to 50 meters. Whereas stronger storms can reduce it to 25 meters.

Unlike night time however, the limit of your vision is not really shown visually.

The strongest storms also apply a thick white fog beyond the player's visual range that makes spotting for artillery nearly impossible even during the day.

Slowdown

Snow Storms also reduce the off-road movement speed of infantry and vehicles. The reduction scales with the storm's intensity. The reduction of infantry off-road speed is 10% for weak storms and up to 50% for the strongest ones. Wearing a Snow Uniform does not remove this slowdown.

The following vehicles are not affected by the Snow Storm's offroad slowdown effect:

Stronger Wind

Snow Storms make the Wind stronger and change direction more often and more erratically.

Concrete Settling

A storm increases the settling time of Concrete structures, depending on its intensity. The strongest storms double the settling time.

Tactical Consequences

The tactical consequences of a snow storm are many. The most apparent is the slowdown of infantry movements. Troops move slower off-road and are forced to take shelter every few minutes, dramatically altering fights on open terrain. The use of Diesel skyrockets to fuel all the Fire Pits. The reduced vision range make the use of all offensive vehicles riskier. Scouting and sabotage operations in enemy backlines becomes much harder. For severe storms, the frozen bodies of water prevent the use of ships unless accompanied by a Large Ship to break the ice. Infantry and vehicles can cross over lakes and rivers. Binoculars and Sniper Rifles become less effective due to the shorter vision range.

Rain Storm

Visuals

A rain storm is indicated by rainfall, rain sounds, as well as dirt and mud textures becoming glossy. The severity of the storm affects how much rain appears on screen and how glossy the terrain becomes.

A small amount of water can visually appear in the bottom deck of Large Ships, but this doesn't have any effect on them.

Puddle Mechanic

Puddles form dynamically in patches on the ground, in Tier 1 Trenches, and in Artillery Craters. They slowly fill with time until reaching a maximum size which depends on the storm's intensity at their location. Puddles can be removed with a Shovel, or much slower with a Water Bucket. Removing larger puddles takes more time. After a rain storm ends, puddles slowly disappear over time.

Mud:
Soldiers moving in puddles accumulate mud on themselves IconStatusMuddy.png at a rate that depends on the puddle's size. The accumulated mud increases a soldier's weight, up to 275 (50% of overencumbered weight). Mud can be instantly removed by swimming in water. It can also be slowly removed by moving on anything without a puddle. Wearing a Rain Uniform (colonial faction only) significantly slows down the mud accumulation speed.

Vehicles that are affected by weight also accumulate mud IconStatusVehicleMuddy.png when driving on puddles, increasing their weight (up to 2000). Mud can be instantly removed by splashing the vehicle with Water Buckets or Fire Engines. It can also be slowly removed by driving on any surface without a puddle. Packaging and unpackaging the vehicle also instantly removes the mud.

Building obstacle:
Players cannot place structures if a puddle is in the way.

Reduced Intel Range

The range of all Intel gathering structures (Watch Towers, Observation Towers, etc...) is reduced by the storm. The reduction scales with the storm's intensity, from 25% up to 50% range reduction for the strongest storms. Vehicles and items that gather intel are not affected.

Stronger Wind

Rain Storms make the Wind stronger and change direction more often and more erratically.

Concrete Settling

A storm increases the settling time of Concrete structures, depending on its intensity. The strongest storms double the settling time.

Gallery