Foxhole

Foxhole Dev Tracker




07 Sep

Comment

Originally posted by ApartMonitor8504

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.

Comment

Originally posted by Potato_Emperor667

- 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 :).

Comment

Originally posted by michalosaur

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.

Comment

Originally posted by clapfootjulianl

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.

Comment

Originally posted by zzZZerOoo

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.

Comment

Originally posted by Emothic-Von-Hellsing

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 s...

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There will likely be multiple shards to accommodate extra and returning players.

Comment

Originally posted by CloseSniper

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.

Comment

Originally posted by LucksRunOut

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.

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 ?

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.

Comment

Originally posted by enderseye

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...

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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=re...

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Comment

Originally posted by HiggsTugsten

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.

Comment

Originally posted by lordbaysel

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.

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 Inferno will be prioritized. Thanks!

External link →
Comment

Originally posted by Nishinkiro

Adam would be proud

I am

Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

06 Sep

Comment

Confound your lousy toll, troll!


01 Sep

Comment

Originally posted by thisiscaboose

Apology for poor english

Where were you when devstream was in a week

I was on computer, scrooping

"Devstream is in a week"

"Yes"

And you?????????

Super excited about the stream. It has been a really long and grueling development cycle. We actually had to cut ~25% of our originally planned set of features. A lot of tough design decisions being made every day as well. On one hand we're trying to be as considerate as possible about the existing game, but at the same time some uncomfortable changes need to be made to ensure we are actually breaking into new territory instead of rehashing what's there already.

There will be some shake up and I'd imagine not everyone will be happy where it all lands. Either way it'll be exciting to finally have it all revealed next Wednesday!


31 Aug

Comment

Originally posted by JustBeNormalPls

Whats he building in there?

He's pounding nails into a hardwood floor And I swear to god I heard someone moaning low

Comment

Originally posted by Phat_and_Irish

Amphibious falchion... one-time use ballast tank, restored at a garage similar to armor 🛥

Incorrect


30 Aug

Comment

Originally posted by Potato_Emperor667

Also something unrelated, is there any point in making suggestions after 1.0?

Yes