Release date: June 19th, 2019
New Content[ | ]
- Crane
- A heavy mobile Crane used to lift vehicles and very heavy equipment.
- Flatbed Truck
- A heavy shipping vehicle that's used to transport large objects and light vehicles.
- Freighter
- A massive shipping vessel that's used to transport large objects and heavy vehicles.
- Shipping Container
- A container that can carry large quantities of crates or resources and can be transported by certain vehicles.
- Production Parts
- A large crate of parts used to produce vehicles
- Construction Yard
- An area where certain structures can be built and prepared for shipping.
- Component Mine
- An old mine that automatically gathers Components.
- Fuel Tanker
- A truck modified to transport large amounts of Fuel.
- Oil Well
- An old well that automatically gathers Crude Oil using Fuel.
- Crude Oil
- Unprocessed oil that can be refined into valuable fuel.
- Salvage
- Salvage that can be recycled into other resources at a Refinery
- Heavy Explosive Materials
- Resource used for producing heavy explosive weapons.
- 6x New Garrisoned Houses for the new “Village” theme
- 8x New map regions
New Persistent World[ | ]
- The world has been completely redesigned
- World is one continuous landscape precisely divided into hexagon shaped regions
- Port Bases no longer exist
- Starting conditions (victory towns, starting front line, resource distribution) are completely reconfigurable on a per war basis
- Resource Field and Mine distribution are randomized every war
- Immersive border travel
- Neighbouring region landscape is streamed, allowing you to see the destination area before travelling
- Travelling experience is more seamless, as a blurred in-game view is now shown instead of a separate load screen
- Travel mechanic is more robust, resulting in less bugs and issues when traversing between regions
Unified World Map[ | ]
- Region and World map have been combined into one continuous unified view
- Worldwide map intelligence is visible from any region
- Pans and zooms like “Google Maps”
- Map features fade in and out dynamically
- Added new map filter for map location names
Gameplay Changes and Features[ | ]
- Advanced Construction Technology
- When unlocked in the Tech Tree, enables Construction Vehicles to build all defensive structures, and walls
- Refinery changes
- Refinery now has a stockpile for holding resources
- Refinery orders can now be made public, which puts refined materials into the stockpile
- Refinery can now refine the following resources
- Salvage to Basic Materials, Diesel, and Explosive Materials
- Components to Refined Materials
- Sulfur to Heavy Explosive Material
- Crude Oil to Petrol
- Tech Parts to Upgrade/Research Parts
- All refine speeds and rates have been updated to reflect the new economy
- Production Parts
- Production Parts must be submitted to the Vehicle Factory or Shipyard in order for certain vehicles to be built (they are a replacement for Blueprints)
- Production Parts are built at the Construction Yard and must be shipped to a destination via Crane/Shipping vehicle
- Fuel changes
- Vehicles no longer consume fuel from its inventory, but have a fuel tank instead
- Fuel items (Diesel/Petrol) must be equipped and “used” on the vehicle (like a First Aid Kit) in order to refill it’s tank
- Resource Field changes
- Resource fields have new visual designs, layouts, and mechanics
- Salvage, Component, and Sulfur Nodes all look and work the same way now
- Fields contains a large quantity of resource nodes
- Fields eventually deplete and take a significant amount of time to replenish
- Salvage fields take 80-140 minutes to replenish
- Other fields take 6-10 hours to replenish
- Contains central structures that displays the amount of remaining resources nodes before replenishment is necessary
- Resource Mine changes
- Mines are now public structures and not “Factories”
- Mines now have two fuel tanks (Diesel/Petrol) and will continue to produce resources as long as they are kept fueled
- Mines are now directly fueled by a Fuel Tanker or by an equipped Fuel item
- When filled with Petrol, mines produce a higher number of resources per cycle
- Garrisoned House Tiers
- Garrisoned Houses can now be upgraded through 3 tiers
- Tier 1 - Reduced armor
- Tier 2 - Increased armor
- Tier 3 - Increased armor, fires AT Rifle shots at vehicles
- Tier 2/3 can only be built if House is connected to a Tier 2/3 Town Base
- Garrisoned Houses can now be upgraded through 3 tiers
- Refinery/Factory/Storage Depot/Ammo Factory must now be faction claimed before they can be used
- Stockpile is decimated by 50% when structure is rebuilt by the other faction
- Facilities are destroyed when structure is rebuilt by the other faction
- Facilities
- Facilities no longer lose Upgrade Parts when they are destroyed and rebuilt by the same faction
- All bases now use Operating Posts and Radio Facilities
- Operating Post is no longer required for spawning or downloading map intel
- Win Condition
- To claim a town towards the victory condition, a Civic Center Facility must be built
- Upgrading town bases to Tier 3 is no longer required
- If the majority of towns/regions in the world are claimed by one side without the win condition triggering, there will be a chance of an uprising at a town of the dominant faction
- This is to prevent one side from pushing the other completely out of the world instead of triggering the win condition
- All resource gather rates have changed
- Scrap is no longer a resource in the game (it has been replaced by Salvage)
- Drawbridges now have ladders on both sides, enabling water logistics players to activate them during water supply runs
- Storage Depot now has a vehicle wing that can store vehicles
- Blueprint mechanic is no longer in the game (they are replaced by Production Parts)
- Certain vehicles now get a speed bonus if their inventories are empty (Truck, L.U.V., Flatbed Truck, Barge, and Freighter)
- Rocket is now directly fueled by a Fuel Tanker or by an equipped Fuel item
- Tech Center has been removed and the Tech Tree is now accessible from any Town Base
Game Balance[ | ]
- Buildable Structure costs
- Bunker changed from 120 to 75 Refined Materials
- Gun Turret changed from 70 Refined Materials to 80 Basic Materials
- Gun Nest changed from 50 Refined Materials to 100 Basic Materials
- Keep changed from 400 Refined Materials to 300 Basic Materials
- Town Hall changed from 200 Refined Materials to 200 Basic Materials
- Outpost changed from 100 Refined Materials to 100 Basic Materials
- Tank Trap changed from 15 Refined Materials to 25 Basic Materials
- Item Costs
- All Light Tank and Battle Tank ammo costs have been updated and now require Heavy Explosive Materials
- All items that previously required Blueprints to produce no longer require them
- All items that previously required Blueprints to produce have had their costs slightly adjusted to account for this
- Starting conditions
- Starter town base stockpiles now contain more items than before
- Starter town Storage Depots start with 10 Trucks each
- Starter town logistics structure facilities now start built
- Facilities
- All facility costs for Refineries and Factories have been reduced to 20 Upgrade Parts and no longer increase as each facility is upgraded
- All Ammo Factory facility costs have been reduced to 25
- Town Base
- Small Garrison Facility cost changed to 25 Upgrade Parts
- Large Garrison Facility cost changed to 50 Upgrade Parts
- Civic Center cost changed to 25 Upgrade Parts
- Advanced Mining Facility cost changed to 15 Upgrade Parts
- Water Vehicles
- Barge speed increased by 25%
- Landing Ship speed increased by 25%
- Gunboat speed increased by 25%
- Garrison Camp health decreased by 50%
- Garrison Base health increased by 50%
- Town Hall health increased by 50%
- Fortress Wall health increased by 50%
- Bunker health increased by 50% and now fires AT Rifle shots at vehicles
- Damage required to disable a truck has been increased by 50% (making it far more durable)
- Retrieving items from a Cargo ship is now 100% faster
- Soldier Supply production time has been reduced by 33%
- Garrisoned Supplies production time has been reduced by 50%
- Positions of Fort and Metal Wall have been swapped in the Tech Tree
- Town Base & Fort map intelligence detection radius increased by 50%
- All vehicles that previously required Refined Materials to build at the vehicle factory now require Basic Materials instead (at the same cost)
- Armoured Car, Half-Track, Light Tank, and Battle Tank inventory size reduced by 1 since they no longer require a Fuel slot
- Sulfur now requires a Sledge Hammer to gather
- Resource Mines are no longer part of the Tech Tree
- Salvage (previously Scrap) encumbrance has been significantly reduced
- Classic Salvage Mines (Upgrade Part) have been removed from the game
Other Changes[ | ]
- Cargo Ship has been renamed to Landing Ship
- Many help tooltips have been updated to reflect the latest changes in the game
- Home regions have been updated to reflect the latest changes in the game
- WarAPI has been updated to support the new world map and icons
Bug Fixes[ | ]
"Coming soon!"
Previous update | Next update |
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Update 0.25 | Update 0.27 |
Source[ | ]
Foxhole Official Website. [1]