Foxhole

Foxhole Dev Tracker




06 Oct

Comment

Originally posted by Stylish_Yeoman

I had full confidence that you guys would eventually level the playing field, you have a really good track record of always smoothing things out with time.

The part I disagree with is shipping the update with this much of a divide in capabilities. But you clearly have put a ton of work into the submarines and it seems like it's been quite the technical feat (along with other technical feats this update, huge round of applause there) so I can't blame you wanting to include it in the major naval update.

In the past, there's been similar things happen, just not to the same extent. I'll use Inferno since it's recent but it's not the only example. When rocket artillery was first added, we had a clear line in the sand drawn between Wardens and Colonials. Wardens get high fire/ low damage, Colonials get high damage/ low fire. Even though it was a munition type that was distinctive to one faction, the mechanics were still present on both sides. Both sides got to play with ...

Read more

Fair points all around and I won't claim our development process or decisions are perfect as we're constantly learning. The only claim I got is that we've been and will continue to be as committed as we can to Foxhole's development. Happy to take your above feedback into consideration in the future.


05 Oct

Comment

Originally posted by Stylish_Yeoman

Even though I disagree with your choice here, I can respect your decision to go this way with it and I'm really glad you gave an explanation as for why you felt it was best. I'm hopeful that the wars to come will pan out the way you expect.

There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels.

Thanks. In case it helps, see my response here to another question below asking about Submarines.

Comment

Originally posted by Superman_720

Will collies ever get a sub of their own?

There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.

Reposting my response to another similar question.

Comment

Originally posted by Skyking_Six

How will the new towed resource trailers interact when a truck driver interacts with a inventoried structure? Is it like small trains or is it independent of the truck?

Also, can fuel trucks and resource haulers tow these resource trailers as well?

There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.

Right now it's independent. We'd like to add additional QoL here in the future if possible though.

Comment

Originally posted by Spyritdragon

How do you think this will affect foxhole going in to the long term? With player counts that rise and fall, things like this that require a very significant investment of player counts might get difficult if less people come around. Do you think this will be a struggle for the health of the game, later down the line?

To be honest this is always a concern for us and any other online game. We've been going 6 years strong now with Foxhole and things have worked out alright so far. We can't predict the future but we can only do our best to continue to improve the game.

Comment

Originally posted by zetrazerm

With this new map layout, will be ever see non-NvS wars again? Naval for an exclusively EvW war looks impossible, especially considering the island hexes would be backline... Diagonal wars would also be really weird to play. Is there a possibility that the map would see slight variations in waterways and hex placements to allow non-NvS wars?

We have accommodated for non-NvS wars in the design. It may make for more niche layouts, but EvW can work for some wars still.

Comment

Originally posted by fireburn97ffgf

will the nukes still permeantly kill targets they hit or are they now just another late game siege weapon

They will still permanently destroy structures like the previous versions of rockets.

Comment

Originally posted by Ulfbhert9000

Are more ships going to be introduced like wardens get their own Destroyer and colonials get their own Sub?

Comment

Originally posted by Phat_and_Irish

as a fan of the game, this is exciting, but as encouraged by foxhole's design, i play closely with a colonial regiment, leaving us unable to meaningfully engage with submarines and their new systems. Are there plans for a colonial submarine?

There are plans for more ships in the future for both factions, including more submersible ships and other types of vessels. This release represents the beginning of and not the end for Naval Warfare.

Comment

Originally posted by yztard

Great job in naval update devteam, it looks sick.

Question: infantry combat is often the first and only role new players try in the game before deciding if they will stick around or seek other pastures. Back in update 46 mark made comments about an infantry rework. Can we expect to see any changes to infantry combat outside of new kit in any future updates. I personally feel the bullet stun is in need of a rework as it doesn't allow infantry to close ground and run to cover tactically and effectively. Would you consider making changes to certain animations that currently lock us in place, things like reloading and changing stance with grenades?

Looking forward to taking to the seas.

Fwiw the dev team feels the same. Many of us our itching to revisit many parts of infantry gameplay. No solid plans yet to announce but its still on our radar.

Comment

Originally posted by SecretBismarck

Could you guys reveal more of new field cannon gameplay? As they have to be stationary now im guessing that they will have other stats reworked to compensate for it

Yes some reworking will happen for some, but not necessarily all. The heavy AT and cannons will have some improvements, but details will come in dev branch.

Comment

Originally posted by konrad08

When can we expect patch notes to be released?

They will be phased in. The initial set of changes should arrive in dev branch next Tuesday.

Comment

Originally posted by InfiniteMantis

Submarines exclusive. Why?

Understandably, much of the focus is currently on what makes the Submarine special but it's important to also understand that the Destroyer is going to stand out as one of--if not the most--exciting ship to play. Its mobility and versatility give it the widest set of mission profiles of any other ship, giving it the capacity to perform practically any naval task, free of additional support.

What we are aiming for in terms of roles for each:

The Destroyer can maneuver quickly and move fast. It can disrupt an Offshore Platform operation and endure even a sizable rebuff. It can provide fire support to an amphibious assault even in the early-game. And it can outmaneuver the larger battleships of the late game by keeping them at range, and act as a lower crew-count complication while the larger battleships close for the kill.

The Submarine will be unparalleled for sneaking into an enemy's logistical supply line and causing chaos. We also know that there will alwa...

Read more
Comment

Originally posted by Connor1234567821

Are Devs going to address Colonials late game PvE?

The Ballista is likely to receive some improvements, but please temper expectations tweaking will be ongoing during dev branch.

Post

We'll be answering questions here over the next short while. We'll try to get to as many as we can. Please try to stay on the topic of the Naval Warfare update. Thanks!

External link →

21 Sep

Comment

In terms of scale, expect this update to be significantly smaller than Inferno. It'll be roughly equivalent to Winter Army or Entrenched.

Post

https://preview.redd.it/f9piccbx3npb1.png?width=1920&format=png&auto=webp&s=ac687d4d8bb43f95c719735bd17587ac4902ad3a

The next major update for Foxhole will be revealed on Thursday, October 5th, 2PM EDT live at https://www.twitch.tv/foxholegame.

Join us for an in-depth look into the next chapter for Foxhole.

External link →

26 Jun

Comment

Unfortunately, there were unexpected Steam wide issues with connectivity that impacted Foxhole and other games throughout most of Sunday. The biggest symptom of this has been the "Authentication Failed" message.

The situation and it has improved since but the problem is still lingering for some players. We are continuing to monitor as we anticipate the restoration of Steam services.

I would recommend trying to connect again later in the day today. Thanks for the patience on this one.

Comment

Unfortunately, the connectivity errors today were caused by an unexpected outage with Steam services that impacted not only Foxhole but many other games on Steam as well throughout the day. This caused a variety of issues including players getting disconnected and also not being able to authenticate with Steam.

The issues have died down for now but we are continuing to monitor the situation.