Foxhole

Foxhole Dev Tracker



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Happy for the discourse around this change. The one thing to keep in mind throughout the discussions is that the only reason for pull/retrieval times existing at all is for anti-griefing. It's far from bulletproof but early on in Foxhole's pre-alpha development we found through testing that it eliminated a huge percentage of griefing and players taking more items than they need. Not a lot of massively multiplayer games have open public sharing of items like Foxhole does and this is one of the things that helped make it work in the first place.

I'm not saying there can't be a better solution but just want to clarify that this is the main reason for it's existence in the game today. It's not there for realism or because we're intentionally trying to make things harder for anyone.

Even if a better solution were to present itself, it should be implemented more intentionally and not through a piece of content like the BMS Mineseeker.


Yesterday

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    Siege Camp on Steam Forums - Thread - Direct
It's that time of the year again where the dev team is heads down working on the next big annual update for Foxhole. In the meantime (and similar to last year), there will be an interim Spring Update and a Devblog instead of a Devstream. Check out the Devblog for a preview of what to expect from the Spring Update, which will be a small update focus on bug fixes and small features.

https://www.foxholegame.com/post/devblog-spring-update-2023

12 May


09 May

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Its so beautiful... I need footage


24 Apr


11 Apr

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    Siege Camp on Steam Forums - Thread - Direct
Due to changes in Steam's price conversion scheme, the price of Foxhole on the Steam Store will be adjusted in many locations. This is a heads up so that anyone who is considering buying the game can do so before the price changes. The change will go into effect this Friday, April 14th.

This change will not impact anyone who already owns the game.

29 Mar

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There has been intermittent networking issues at one of our datacenters these last few days. This is the equivalent of having errors at your ISP level even though your PC/OS is functioning correctly.

To mitigate this we switched to backup servers at a separate data center (we always have back ups in case) yesterday late afternoon for the original data center to resolve their issues. When running on backup servers we have slightly reduced player capacity, so it's intended as a temporary measure only.

This morning the original datacenter seemed to be back to normal so we migrated back but now there issues seem to be returning. Our live ops team is in contact with the impacted datacenter to resolve the issue but it's uncertain how long it will take them. In any case, the live ops team is monitoring the situation closely. Thanks for the patience.


28 Mar

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We're excited to officially announce Anvil Empires on Steam! Anvil is a massively multiplayer game where thousands of players work together to build empires, wage war, and conquer in a persistent online world. March alongside armies of players in massive melee battles and large scale sieges.



The Anvil Empires team will be developing the game as an separate division within Siege Camp. The Foxhole team will be committed to expanding on and supporting Foxhole for many years to come.

To participate in the community, join the Anvil Empires Discord Server[discord.gg] or ... Read more
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

27 Mar

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Originally posted by foxholenoob

Do vehicles have any impact?

The main reason for decay and Maintenance Supplies is to keep server performance at a stable level. For that reason, anything that can impact performance can theoretically have an impact but there are measures in place to mitigate the obvious cases of griefing.

To be upfront though, it's version 1 of a brand new and complex system. If there are issues please let us know so we can iterate in the future (though please don't take this as a promise for any particular change being made).

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Originally posted by ShineReaper

Are you absolutely sure about that, since people report that a region went from Good to Very Poor?

Maybe there is a bug in play that this intended function of the system doesn't work?

Our certainty level is high, but the possibility of bugs or data errors should never be ruled out. If there is a discrepancy, please note it in the bug channel on Discord with as many details as possible demonstrating the issue including time stamps and regions. The team does not look at reddit for bug reports unfortunately. Thanks.

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The system accounts for this kind of behaviour with Tripods. This scenario has a negligible if any impact on the Maintenance Supply economy.


20 Mar

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Originally posted by dolche93

Is the system something that you can actively tweak over the course of the war, or something that requires a steam update?

I speak from the perspective of someone who built day 1 defenses on ulster, only to see it hit very poor. Based on the information I've been given in game from the system my intuition tells me that building to have standard meta defenses will result in very poor supply status. That's unsustainable.

The system tunes itself over time based on server performance. An update isn't required. We knew implementing this would be a risk, but the only path to figuring out that very delicate balance between usability and server stability is to try in a real world environment with 1000s of real active connections. The initial system tuning was based on data from previous wars but it's never as accurate as live testing.

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Reposting my comment from yesterday. Hopefully it's helpful.

As mentioned on our devstream the goal is to keep server performance stable but make maintenance more manageable by allowing supplies to be produced at the MPF/facilities, having auto repair on decayed structures, and giving more control over what is supplied with Maintenance Tunnels. The goal is not to make things harder for no reason. If it wasn't for the technical constraint we wouldn't even have decay or it'd at least be very different.

The team is keeping a very close eye on the system over the next week. We're concerned about both problems: Either it's too difficult to maintain structures or server performance starts degrading. It's a difficult trade off in both directions and the system needs time to tune itself to the correct balance.


19 Mar

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As mentioned on our devstream the goal is to keep server performance stable but make maintenance more manageable by allowing supplies to be produced at the MPF/facilities, having auto repair on decayed structures, and giving more control over what is supplied with Maintenance Tunnels. The goal is not to make things harder for no reason. If it wasn't for the technical constraint we wouldn't even have decay or it'd at least be very different.

The team is keeping a very close eye on the system over the next week. We're concerned about both problems: Either it's too difficult to maintain structures or server performance starts degrading. It's a difficult trade-off in both directions and the system needs time to tune itself to the correct balance.


17 Mar

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For additional details on Update 52 check out our latest Devstream.

DRAGON'S TEETH An anti-tank obstacle that prevents vehicle access to an area, and is resistant to most types of damage. Dragon's Teeth are built in rows, which can be dynamically scaled in length when placed.



HAVOC REMOTE CHARGE A high-powered explosive charge that requires a detonator to deploy. The Havoc Charge is highly effective at demolishing large structures. The charge must be detonated... Read more



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