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Update 0.17
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__NOEDITSECTION__ __NOTOC__ Release date: September 26, 2018 === New Content === * [[Storage Facility]] ** A large building used to store crates of weapons and equipment ** Acts as a "stockpile" for crates * [[Upgrade Part]] ** Technology that can be used to build structure Facilities ** Refined from Tech Parts * [[Research Part]] ** Technology that can be used to research new weapons, equipment, and structures ** Refined from Tech Parts * [[Factory]]: ** Visuals & UI has been redesigned ** Now requires Facilities to produce each type of item * [[Refinery]] (New): ** Visuals & UI has been redesigned ** Now requires Facilities to refine each resource type * [[Fisherman's Row]] V2: ** Map has been expanded and redesigned to be part of Conquest and to support a larger number of players * [[Foxhole_Competitive_League#Matches|FCL3]] ** This is an experimental map used for Foxhole Competition League events === Gameplay Features and Changes === * [[Facilities]] ** Facilities are upgrade modules that add new functionality to World Structures ** Base Facilities: *** Small Garrison - Prevents structure decay on surrounding structures when Garrison Supplies exist in the stockpile *** Large Garrison - Reduces the cost of Garrison Supplies for preventing structure decay ** Factory Facilities: *** Small Arms - Enables the production of small arms weapons *** Special - Enables the production of heavy and special weapons *** Utility - Enables the production of tools and equipment *** Medical - Enables the production of medical items *** Supplies - Enables the production of supply items *** Basic Materials - Enables refining Scrap into Basic Materials *** Refined Materials - Enables refining Components into Refined Materials *** Explosive Materials - Enables refining Sulfur into Explosive Materials * Base mechanics changes ** Garrison Size no longer exists ** AI radius is fixed to 80m for Forward Bases and 150m for Town Bases ** Small/Large Garrison Facility is now required to upgrade bases to T2/T3 * [[Forward Base]]s now leave behind a destroyed "husk", which retains built Facilities and can be claimed by the enemy faction * All Town Bases can be upgraded to T3, regardless of whether or not they are at a Victory town * [[Tech Part]] changes ** Tech Parts can no longer be submitted to the Tech Center directly ** Tech Parts are now refined into Research Parts (Tech Tree) and Upgrade Parts (Facilities) ** Bad luck protection - Chance for Tech Part drop is now guaranteed over a certain period of time * [[Pistol]]s & [[Revolver]]s have a much shorter time to stability when aim is invoked * Foliage Visibility mechanics changes ** Players are now only hidden when they are standing still inside foliage * Previous [[Medical Lab]] structures have been converted into Garrisoned buildings * Decay timer resets incrementally with each repair strike, rather than all at once when a structure is fully repaired === Game Balance === * Campsite is no longer available * [[Tunnel Network]]s are no longer available ** Bases now have a fixed large AI radius now, rendering Tunnel Networks obsolete * [[Outpost]]s are now available in Skirmish mode * AT Rifle damage increased by 50% * Port Bases start with 500 Upgrade Parts in their stockpiles * Upgrade Parts have been added to Supply Drops ** Obtaining these during skirmish will be vital in getting a head start in Conquest * [[Port Base]] layouts have been redesigned * [[Forward Base]]s without Garrison Facilities / Supplies now decay at a very slow rate * [[Storage Box]] item capacity reduced from 18 to 15 slots * All Base structure item capacities increased from 12 to 15 slots * Refinery cost is changed from Scrap to Basic Materials * Refinery now requires a CV to build * Tech Parts ** Tech Parts now retrieve from stockpiles at a faster rate ** Tech Parts are no longer stackable ** Tech Part drop rate increased by ~30% ** Tech Part drop rate increased by an additional 50% in Skirmish mode * Tech Tree changes ** [[Scrap Mine]] and [[Sulfur Mine]] moved to an earlier location in the Tech Tree ** Scrap Mine Research Part requirement decreased from 800 to 400 ** Sulfur Mine Research Part requirement decreased from 800 to 400 ** Metal Wall Research Part requirement increased from 250 to 400 ** Howitzer Research Part requirement increased from 200 to 300 ** Smoke Grenade Research Part requirement increased from 200 to 300 === UI Revamp === * The user interface has been revamped across the board for improved efficiency, usability, and immersion ** The visuals may take some time to get used to, so please be patient! ** Let us know if there is a particular workflow that is slower/more painful than before * Key improvements ** Item Categories - Tabs to organize item categories on Production and Stockpile screens ** Faster Item Retrieval - The stockpile screen no longer closes when retrieving items ** Factory Screen - One screen displays all production information so all orders and queues can be managed in one place. ** Items can now be individually removed from an order before submission without the need to cancel the entire order first. ** Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning ** HUD - HUD elements have been pushed to the corners of the screen, increasing the viewable area for gameplay === Map Changes === * Almost every town now has a Factory, Refinery, and Storage Facility * Trench asset has been updated * Port Bases have been redesigned for consistency and game balance === Other Changes === * Friends List ** Players can now mark players as a friend from any player context menu (ALT-click OR operations list) * Alert is now shown when you spawn into a region where your spawn point was destroyed * Improved robustness of initial server connection code, which reduces the chances of "No Home Regions Found" error * Create operation button is now hidden when the player is already in an operation * Vehicles moving at slow speed can no longer be blocked by enemies === Bug Fixes === * Player jittering making it nearly impossible to land a bullet on said player * [[RPG]]s being lobbed over long distances using tall environment meshes * When the last friendly town in Mooring County gets destroyed, players spawn in darkness * Water travel to Weathered Expanse causes multiple vehicles to become stuck * Drawbridge build sites don't properly collapse into a Destroyed Drawbridge after a server reboot (resulting in the bridge vanishing completely) * Facing west will cause you to instantly lose accuracy * Player can not edit profile; Sees error 'Could not retrieve profile' * Fixed critical server bug that causes entire regions to be inaccessible during poor network conditions * [[Stockpile]] items lost sometimes after a region server reboot * Gate state (open / close) isn't properly restored after a region server reboot * Welcome to Foxhole! message sends after traveling between regions every time * Players able to easily shoot other players that are prone behind sandbags * Gates can be built in places where they intersect with the landscape, prevents them from being closed * If you enter a boat while your character is drowning, you can no longer swim until you die * RPG can't fire over sandbags, hits AT mines on the road instead of flying over * You cause friendly fire if you throw explosives at friendly backpacks on the ground * You are not able to fire an RPG above sandbags while crouching * Travelling from Endless to Umbral sometimes positions vehicles incorrectly (ie; facing east instead of south) * Voice chat is not muted despite Foxhole being put into the background * After border traveling it is possible that your chat channel is set to nothing * Looking through binoculars and closing tank hatch causes crosshair to aim strangely * Players can fire out of Fortress Bunkers without facing proper direction * Metal bridges over trenches cause slow driving speed * Jumping off waterfall in Umbral Wildwood Q8K8 results in you can swimming in the air * Setting spawn at a Regional HQ and rejoining this region (from Home Island) consumes 1 Soldier Supply Works with every regional HQ * Local voice chat is now muted on the death screen * Map bugs ** Players spawn in the water or other unplayable areas after a Home Region or Skirmish Lobby rollover ** Central road and road just outside of Colonial Portbase Oarbreaker acts as if it's off road ** Traveling from Deadlands to Farranac on land can place player in water ** Vehicle Factory at Luch's Workshop in Mooring County buried in snow ** Townhall in Oarbreakers, the Report, is raised above the ground ** The Reaching Trail; Ice Ranch tag far removed from Townhall ** Road outside Camp Posterus causes vehicles to slow ** Barges are teleporting onto land in Westgate when travelling south from Farranac Coast ** Very top right of the Umbral map (around T1) will show player at 0x0 on the map ** Floating wall in Umbral Wildwood N7k5 ** Smoke effect above ground at L11k1 Umbral ** Road in Southwest Deadlands / Southeast Farranac don't match up when traveling, goes from road to offroad ** Random snow texture at C19 Umbral Wildwood ** Snow footprints / vehicle tracks appear in mud/stone landscapes in Deadlands - D10K4 ** Weathered Expanse P13, most of the beach are cliffs, can't land troopship, drive APC up ** If player goes to the northern, or southern border of Great March, the player location icon will be placed at A1k7 ** Road on map near Morrighan's Grave doesn't exist in world {{updates navigation|Update 0.16|Update 0.17 Hotfixes}} == Source == Foxhole Official Website. [http://www.foxholegame.com/single-post/2018/09/26/017-Release-Notes] [[Category:Updates]]
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