Foxhole

Foxhole Dev Tracker




08 Sep

Comment

Originally posted by yztard

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).

Comment

Originally posted by RockRevolution

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.

Comment

Originally posted by blippos

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.

Comment

Originally posted by ConcernedColonial

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.

Comment

Originally posted by LucksRunOut

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.

Comment

Originally posted by SirDoober

Speakerphone on a tripod so you can blare your faction propaganda at the guys in the other trench when?

This is an amazing idea.

Comment

Originally posted by mrkosi_nik

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.

Comment

Originally posted by amalgam_reynolds

Foundations will remove trees, but trees will come back if the foundations go away.

Never mind, that might come later

There was actually a mistake in one of the responses. We had implemented tree removal but had to pull the feature last minute due to technical edge cases we couldn't resolve on time unfortunately.


07 Sep

Post
    Siege Camp on Steam Forums - Thread - Direct
If you missed it today, you can watch the Devstream on Youtube here.

Foxhole Inferno launches on Sep 28th

https://youtu.be/q5r-ySksZMw
Comment

Originally posted by Rallak

Dev man, do trains make "choo choo" if we left click?

Yes. Absolutely.

Comment

Originally posted by Silent_Weekend_6054

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.

Comment

Originally posted by Tjarnov

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.

Comment

Originally posted by Kurgan182

Can we steal trains?

Yes

Comment

Originally posted by bobboyfromminecraft

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.

Comment

Originally posted by Tigerboy890

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.

Comment

Originally posted by Krios41

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: ...

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Comment

Originally posted by Reaction-Fit

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.

Comment

Originally posted by Death_Dealer718

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.

Comment

Originally posted by I_am_grove_princess

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.