Foxhole

Foxhole Dev Tracker




24 Feb


23 Feb

Comment

Originally posted by Fescues

Now that Smokes are back, do you have any plans on adding the Warden's variant landing apc?

No plans.

Comment

Originally posted by c0met00o

Will this game go to console or possibly the steam deck?

We have been testing some experimental changes to make the game's basic functions work on Steamdeck as a side/hobby project (as there's much bigger fish to fry) and its pretty cool to run logistics with it. I wouldn't recommend frontline combat. We hope to tinker more with it in the coming while but its definitely low in priority. Hopefully we can push some of these changes out in the coming weeks with the release of the Steamdeck.

Comment

Originally posted by trisgeis

Thanks devs for the great update. Do you have a reason why you expanded the capability to queue stuff in factories with multiple squads but not for a regiment? The regiment seems like a little underutilized in game.

We try to have clear roles for different communication tools. Regiments are intended for persistent social grouping (i.e. clans) while Squads are intended for war time communication and coordination of assets.

Allowing regiments to queue orders isn't out of a question, but we'd like to avoid overlap in functionality if possible.

Comment

Originally posted by Noname_FTW

Thanks for even acknowledging the existence of the LOGI Community (even though its just a simple reddit comment but its more than we've got until now which says something on its own). I think I can speak for a good chunk of that Discord Server when I say that players would already be satisfied when devs would engage with such a group that has spent LITERALLY HUNDREDS of manhours to give you verifiable feedback in forms of polls and excel sheets with pain points FOR FREE.

It could be such a useful tool for the dev-team to ask for concise feedback by asking the LOGI Admins to do a poll regarding LOGI or promoting other initiatives by the dev-teams.

It is not about promises but sometimes just simple acknowledgment of feedback and when possible giving feedback to the feedback to simply have a conversation.

We overall appreciate how the logi community has conducted themselves. It has resulted in positive outcomes and their feedback has contributed to Update 48.

Comment

Originally posted by WREN_PL

Dev man...

Good..!

The changes will hopefully smooth things over in a few areas, but there's still a lot we hope to work on in terms of logistics. It will take time though.

Comment

Originally posted by Autica

I wont be able to toy with devbranch till Sunday or later however,

With allowing players to join more squads, will there be an update to refineries allowing squad members to pull from your queue?

For new Heavy Ammo category, will it be added to mass fab too or only through normal factory?

Unfortunately not. The refinery wasn't designed for Squad use so it would have to be reimplemented to support that use case. We aren't closing the door on the possibility but its doubtful that would fit into any near future update schedule. For now, resources will still have to be carried over to a Storage Depot if they are to be shared.

Comment

Originally posted by kdsnk9s88

First, thank you for the update it’s really good we appreciate it, but I want to ask if you guys are aware of the problems with bunker optimization. Currently for many players (including me) the game stutters so much that it becomes nearly unplayable if you are close enough to a large number of bunkers, to such a degree that it was a faction wide meme that certain areas of the map were “frame graveyards.”

I would just like to know if you guys have any plans on fixing this, and if you have any idea what caused this to start happening in the first place since it has only been an issue in the last few wars.

One thing that will help in tracking down these cases is to note exact details of scenarios under which it happens. I understand it might feel like its happening "everywhere", but if specific times/locations can be cited we can try to load the data from those maps on our internal servers to reproduce the exact issue. A simple bug report in the future on FOD with this information would be very much appreciated in the future.

Comment

Originally posted by gamechfo

How will squad chat work now?

will you hear all of them or only a selected one?

also, will text squad chats be be differentiated in the text box?

You will always have one "active" Squad and that's where voice chat will go. You can choose your active Squad by clicking on a button (this UI was missing from the dev stream videos, which was using an older version).

I believe we made a late change to show the Squad name in text chat lines so you know which Squad it came from.

Comment

Originally posted by shipidge78

Thank you for giving us this massive "small update". We really appreciate it as a community ❤️

My question, although probably brought up hundreds of times, is that whether the changes requested in the LOGI open letter will ever be considered (besides the ones you've already addressed)?

We're always looking to address as many issue as we can across all player groups and types (which includes logi union feedback), but we try not to talk about potential future changes until we are very confident we can deliver those things into player hands soon.

We don't want to mislead anyone or setup false expectations, which we have done in the past. In those cases it wasn't fair to players and it was our fault for disappointing people. These days, when feedback comes in we just try our best to listen and get to work to address issues in a concrete way that can be delivered in a future update.

Comment

Originally posted by JJPA32

Will walls have the same "structure" as sandbags and barbed wire where they can be turned? Or are they always straight?

Can you enter a vehicle from any location near the vehicle now? Or do you still have to interact with specific "entry" points to get the seat selection menu?

Are there plans for friendly fire on your own buildings to not count in the region logs? Builders commonly have to blow up their own structures for various reasons which might skew the stats on the logs in a negative way.

I just wanted to say that the explosion VFX look really good from that quick gif showed and I hope more stylized VFX come from that :)

Do Watchtowers and storage boxes have faction coded colors now? Watchtowers specifically are important to be able to distinguish so players don't leave enemy watchtowers or destroy friendly watchtowers by accident.

What were some of the weapons affected by the legacy fall-off range change?

Are there plans for de...

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Walls are straight as they looked unnatural when curved.

I believe you can enter from any position as of now.

Please add the issue of friendly fire against your own faction to the dev branch feedback and we'll take a look.

We'd like to do another comprehensive pass on comms tools in the future, but it unfortunately won't be happening anytime soon due to the schedule being quite full for the foreseeable future. We tend to do things in waves so we'll come back around to some of these issues eventually.

Comment

Originally posted by RoyAwesome

Will the officer uniform not give friendly fire penalty for damaging friendly structures made by players in your regiment? Can builders use it to clear out bunker pieces and blueprints?

No. Friendly fire is tricky. We'd love to allow anyone to dismantle any structure (that would make building a lot more fun and sandboxy), but the unfortunate reality is that we always have to account for griefing edge cases.

For example, all it takes is for 1 player in the future to build a huge bunker base, have the front line reach it, and then destroy it on their own during a critical battle. That's unlikely to happen but as we often see certain players will try their best to test the limits of what can be done so we have to constantly think of all the possibilities and be careful.

Having said that, we'd like to hear about the specific scenarios and pain points to help guide future development of builder features.

Post

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 Update 48 will be prioritized. Thanks!

External link →

22 Feb

Comment

Originally posted by lordbaysel

To cite Markfoot: "No new vehicles."

This one will be light on flashy content. More focus on small tweaks, balance, and improvements. If you were waiting for a big feature update to return to the game, this won't be it. If you are playing regularly these days there will hopefully be a few beneficial things for you.


16 Feb

Comment

Originally posted by Rhodri_Kraakman

it's real, my dad works for siege camp

It's real. We're his dad.


09 Feb

Comment

Originally posted by Anxiety-Hangover

low effort but it’s the thought that counts

I think it's fantastic. Keep up the great work!


31 Jan


28 Jan

Comment

Originally posted by idontlikereddit1111

I think a good starting point would be some sort of timer or global indication that those bases are there.

Currently enemy border bases just don't show on the map and therefor you don't know if one side is dead or if its both.

As for timers, they would help make the fights around border bases more fun, instead of being who spams E the fastest and whether or not you have a timer marker on the border base onto a big fight on both sides as people flank around etc.

One suggestion from me would be to have to stay within a set area around the border base for like 5 minutes and make that the requirement for a claim.

Anyways, thanks for communicating about our concerns with border bases, amazing game love you.

That's a good point. The timer is intentionally absent and the random locations are meant to discourage trying to "game" the system. Clearly (and again understandably) efforts are still being made to do that.

Comment

Originally posted by moidawg

Yeah. All these player made solutions should show that there's a serious issue with this mechanic.

There is some important context to communicate about Border Bases.

In the first few years of Foxhole and World Conquest, a problem that became known as "border lockdown" emerged. It would cause region borders to be closed off by players and heavily defended. This became a desired strategy (understandably) from players but it had some negative effects.

First, it would cause major issues with player queues. During peak hours, "border lockdown" would essentially subtract regions from the frontline conflict (e.g. bringing the frontline from 7 to 5 or even 4 regions). This problem wasn't easily visible by players and would manifest itself in sudden complaints during peak hours when there would be several hundred players in queue.

Second, it would cause very unpleasant border fighting scenarios. Players that were in the world would have to spawn in a friendly region, border travel over the locked down border, die, and then travel back. That was how front line batt...

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