We'll be answering questions here over the next few hours. Feel free to ask any questions and we'll try to get to as many as we can but those pertaining to Inferno will be prioritized. Thanks!
External link →We'll be answering questions here over the next few hours. Feel free to ask any questions and we'll try to get to as many as we can but those pertaining to Inferno will be prioritized. Thanks!
External link →We'll be answering questions here over the next few hours. Feel free to ask any questions and we'll try to get to as many as we can but those pertaining to Inferno will be prioritized. Thanks!
External link →How will trains (and smol trains) interact with objects on rails?
Will they damage them, push them, or be blocked by them?
Is there something more for infantryman still waiting for release?
can we burn down the trees?
Are calibers of HV guns switched now? (Colonial one had 40mm, Warden 68mm on slide )
We're still looking into final balance on what will be damaged by vehicles and what will be blocked. Things like Bicycles will take damage.
We wanted to implement pushing mechanics and burning down trees but this is part of the 20-30% cut feature set I've been alluding to in my other replies over the last few weeks. Doing something like removing trees while still supporting hundreds of players per region isn't trivial.
The bottom line is that these features are so big that inevitably we had to defer many of these things to Update 51 and beyond.
Will there be any changes to building to account for the added methods of destruction? For example, some way of fireproofing bases before concrete?
No significant changes will be coming to Bunkers in Update 50 due to how much work everything else has been. We will try to come back around to revisit them in a future update.
If there are issues regarding this found in the dev branch, we will try to address them through balance.
Thank you for hosting this! I'm super hyped for 1.0
I have a few questions pertaining about logi factories, building, and trains of course
With the factories and rails, how will they be maintained? Is it still going to be Gsup based? If not, then how?
Is building getting some QOL? Right now it takes a good chunk out of a players week of to get a conc bb up and running in a reasonable amount of time. Bbs also have a habit of not allowing players to place structures because the terrain is "unsuitable" even though it has no change from the ground around it. With factories I worry that it will just be a "fight the game for an hour,, hold left click, turn on a show, and wait" kind of thing like it is with bbs.
How will we defend factories? Are there going to be new defenses or will it just be more bbs around them?
(Final) New question from org mates, is water just going to be used for fires or will it have many uses?
Thank you for your time! I look forward to losing weeks of my life to this game once more!
It will be Garrison Supply based. Foundations and roads will actually consume more Garrison Supplies than normal structures to prevent players from spamming them everywhere and bypassing the roads in the world. Trains will be less constrained but we're still balancing this.
Building Facilities will be more dynamic than Bunkers. They won't rely on the base upgrade voting system. I'm not saying it won't be work to build them, but it'll feel more like you are actively making progress. This is of course my biased dev opinion. We'll see how everyone else feels about it once they try it.
See my comment here about Bunker building: https://www.reddit.com/r/foxholegame/comments/x8h105/comment/inibdbl/?utm\_source=reddit&utm\_medium=web2x&context=3
how are u going to lay down the *cemented* floors and ramps and etc ?
Also is there going to be lore updates into the map ?
Foundations have two tiers. The first tier will require a CV and a new type of material used to build roads and foundations. It will be refined from Coal at logi town refineries. The second tier will require concrete.
Will foundations or train tracks get rid of trees? or will they block large builds?
We actually had tree removal prototyped but had to disable it at the last moment due to some hard edge cases. So the best way to build a Facility now is to find an area with less trees and build a provisional road to it.
Will any of the new factories consume gsups or are they immune to decay?
They will consume Garrisoned Supplies like everything else. This has always and will always be a technical server constraint since there can only be so many structures in the world before the server is unable to keep up.
I have two questions. A curious question and a very concerning question.
First the curious question:
What will happen in game, when two trains traveling towards each other on the same track, crash into each other at a fast pace of speed?
Now the concerning question:
With the recent dev stream, it reached a peak of 7,000 viewers, and possibly a total amount of viewership throughout the stream being higher. As such with the final release of the 1.0 update, we will see a surge of returning players and new players into the game. If we are going to go by the dev stream numbers alone. This means that for possibly several weeks queues are going to become a very big problem. Where even backline regions will become queued.
Will there be anything to help prevent this massive queue problem on a possible scale that has never been experienced in the game? In other words will Shard 2 be re-opened in preparations for the 1.0 release, or maybe some other system that you already have planned?
There will likely be multiple shards to accommodate extra and returning players.
How do trains interact with borders? ~Thank you for the hard work~
You build rails that go right up to the border. You will be able to see the tracks on the order side, allowing you to connect to them and continue the railway.
Foundations do clear trees but they will comeback when the foundation is removed.
Train tracks interact with foundation, you can build train tracks on foundation and foundation under tracks.
Vehicle modification facilities can upgrade any vehicle that goes in them (some don't fit).
Vehicle assembly stations build small sets of vehicles. Like there is one for trucks and light vehicles, one for tanks, etc.Train bridges are placed in the world like normal bridges.
I don't know the final number of buckets your brigade will need, sorry.
There will be a devblog in like a week. The stream will be up on twitch and youtube soon.
Adding a footnote to Julian's comment. We had tree clearing working to some degree, but due to last minute technical edge cases we had to defer the feature unfortunately. So trees won't be culled by foundations.
Do Rails and facility consume Gsupps?
Rails consume them. Foundations and roads will consume more than usual to prevent player spamming them everywhere. Ideally players are building these things where they need them only.
- Will there be any small arms this update? And if so will there be a Flare Gun or/and Warden mortar that we saw in Winter Army Dev Stream?
- Will there ever be a universal gunner role for ACs?
- Will we see railroad ACs in the future?
- Will we see asymmetrical train engines in the future (or this update)?
- Will there be diseal trains?
- New Scout Tanks?
- Will there be anyway to support Foxhole in the future outside of buying the game?
- Will we see more 30mm equipment or/and changes to make the shell/caliber more relevant?
(also dev stream was cool, look forward to dev branch and release)
We had some infantry content planned, but unfortunately it was deferred as part of the 20-30% cut content I was alluding to the last week or so. Some of it will probably come with Update 51 or 52.
The best way to support Foxhole is to let your friends know about it :).
I wanted to ask who made the theme during the devstream? The one before it started the theme was very cool and I wanted to hear it again.
Another thing, I distinctly heard two different them being used. One had an army chanting (Probably Colonial). The other one was a bit proud but somber theme (Probs Warden).
So can I hear the two piece theme again?
Those are the new faction anthems. They will be playing over a "speakerphone" in the home regions so you can get pumped while waiting to deployed.
We have a composer that created original music for this.
what will the physics on the trains be like? will they emulate the vehicle phyisics? Im thinking about about things like blowing a train track as a train rolls over and it getting de-railed etc etc
Movement along the rails feels pretty good in my opinion and feels like how I'd imagine it would (though I haven't actually driven a train so who knows). Unfortunately derailment mechanics didn't make the final cut of features. Hopefully we can improve this in future updates.
Question what kind of variants can we make in terms of Tanks in the modification factories. Like can any weapon go on chassis or is specific. Because from a variant standpoint there is a lot you can do.
There are a set of "base" vehicles in the game like a Hatchet that you can assemble into a variant like a Kranesca at an Assembly Station. This won't be dependent on player voting anymore so as long as the Hatchet is unlocked you can produce the Kranesca if you have built the correct Facilities for it.
Then you can further upgrade it to higher tiers at the Modification Center. Upgrading to higher tiers is very resource intensive though and in many scenarios not worth the effort. Otherwise, everyone will by default upgrade their vehicles to higher tiers.
So if this a "usual size update" what does that say about foxhole 1.1?
Lightning round: will the BT variant's or even new versions make an appearance, will we have player made depots, and is there a single new boat in 1.0?
There are new Battle Tanks under development. We weren't able to announce everything in the stream today but some might make this release and some might be coming in later ones.
How do you imagine this will affect Logi? Will the workload be somewhat the same overall? Less? more?
What about our poor builders? Did you take them into consideration aswel and have some toys or QoL in the pipeline for them to ease building all of this?
Will those player made factories cost B/Gsubs to maintain?
Will playermade factories be easy to understand, hard to master?
Will the changes how varients are made be expanded to all tanks? Like, modular tank where we research teh chassis, and then put whatever gun we want ontop? (or soemthing along those lines)
Our goal wasn't explicitly to reduce workload for logi. It was to reduce the amount workload that wasn't fun and convert it into more interesting activities. So workload might decrease in some areas and increase in others, but hopefully overall it'll feel more dynamic and have more progression.
For example, instead of just holding down LMB to scrap, you have the option to build a Facility to produce the resources to power a stationary harvester that does the scrapping for you. That will still require work, but in theory it should feel more satisfying as once the stationary harvester is up and running it will require less grind.
The variants won't be modular as you described. For more information on how it works see my reply here: https://www.reddit.com/r/foxholegame/comments/x8h105/comment/inih55h/?utm\_source=reddit&utm\_medium=web2x&context=3
In regards to the modification center, its slide reads "variants without relying on the tech tree". Does this mean that you would only have to tech the outlaw and then drive one to a center in order to change it to one of its (now two) variants?
Yes exactly. Once the base vehicle is unlocked in the tech tree you can built the variant as long as you have access to a Facility that can produce it. This will be a bit of extra work as a result, but to balance it we're reducing the RMat cost on most base vehicles.
What is cool about the potential here, is that some parts of the world might naturally become more specialized at producing certain vehicles over others. Furthermore, if the enemy targets a specific Facility it may cripple the enemy's capability to produce that type of variant.
Will there be specialized railcars like there are road vehicles?
Raw resource hoppers, boxcars, tankers, crane railcars... Not to mention, the possibility of more armored train and railcar variants.
Possibly in the future. But nothing concrete planned at the moment.
Can we steal trains?
Yes
How far out can docks be build from land and are there any provisions for ladders on the foundations or ramps so you can actually get on the dock from the freighter?
Can defenses or other structures build by hammers be build on the foundations?
Do locomotives allow for wagons to be attached in front of them? If yes can you stack locomotives?
Will flamethrowers deal damage to player made structures (pillboxes, watchtowers, bunkers)?
Will there be any changes to bunkers to keep up with the power of new munitions and increased logistical capacity for artillery?
Building docks out will be more limited than we wanted it to be. We wanted to push for more freedeom, but internal testing showed that it can be problematic in terms of players griefing by blocking narrower rivers.
Does stacking auto harvesters have a limit or can each field only have a certain number?
The current limit is 3, but that may change after dev branch testing.
Dev man, do trains make "choo choo" if we left click?
Yes. Absolutely.
how are u going to lay down the *cemented* floors and ramps and etc ?
Also is there going to be lore updates into the map ?
There is more lore added as well.
Speakerphone on a tripod so you can blare your faction propaganda at the guys in the other trench when?
This is an amazing idea.
Can you... produce more GSupps than normal out of facilities? Or are builders going to run factories full time to maintain a single average sized facility?
Unfortunately due to technical constraints, Garrison Supply Production must be bounded to some degree. If Foxhole didn't have to support 200+ players per region this would be less of a problem. As always though, we will try to balance things between technical constraints and gameplay. Hopefully we'll find a decent balance.
Will clans be able to hog all the resource nodes with auto harvesters or are those infinite like the mines we currently have? Looks to me as though it would be a major issue for the randoms in the game without a clan to help them?
I did want to add an extra detail here. The auto harvesters do consume from the quantity stored in the field (the number you see when you press E on a field), but they do not deplete the actual nodes surrounding it.
With an new emphasis on moving large amounts of logistics forward, are there any improvements coming to moving logi through queued regions? Will trains have special priority through max pop queues?
Some of the largest operations in the game have to deal with something players call the 'Special Queue' -- a phenomenon that causes players to lose their queue reservation when moving in and out of an extremely max pop queued hex. This of course causes problems for massive operations where they go sometimes an hour or more without logistics, as anyone leaving the region to get logi loses their queue reservation and cannot get back into the hex.
No improvements on this front coming in Update 50. However, as a result of this update our tech is now able to show certain structures across regions at the border. This is how we make train tracks appear in a neighbouring region so you can connect them. Its conceivable that this tech can be used to link a structure that allows items to be transferred.
With such grand evolutions to the game happening over the past few years, will we ever see cross faction VOIP coming back?
We've looked into some alternate voice tech (other than Vivox), but there hasn't been anything viable yet. This is important to us so we'll continue to look for solutions but it won't be any time soon.
u/markusn82 during the entrenched update the dev team talked about infantry reworks getting pushed back. Is the new flame weapons what you guys where referring to or is an infantry mechanics change still in the plans?
Would you guys be open to discussing and possibly toning down or changing the duration and range at which rifles stun players?
Currently it feels a bit egregious and makes infantry tactics that rely on mobility a bit too favored for the defenders behind cover. Awesome update and i can't wait to play it!!!
There will be more infantry updates coming. We had some changes planned for Update 50 but due to the scope of work it was pushed back (again).
Good!
"Don't you mean "Well" ?"