markusn82

markusn82



26 Oct


19 Oct

Post

The next major update for Foxhole expands the persistent war from land to sea. All the information you need to know about this update can be found in this post.

Release Date

Thursday, October 26th

Shard Launch Times

Multiple shards will be going live on Oct 26th to support potential higher player counts. If you intend to play on launch day, see the post below for details on war start times. ...

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Comment

Originally posted by Andras89

Did you not read what Markus wrote?

Updates are going to be lighter and further away now.

They have 14 developers. For an MMO thats very lightly staffed.

I dont know their financial situation that you touched on, but Foxhole can be monetized fairly. Anvil is an automatic sell for me cause of Foxhole. However, I want more Foxhole.

2 games means they either split their development staff and focus on that or they hire more devs. Its that simple.

Should Foxhole suffer for Anvil?

There are two separate teams. The Anvil team right now is bigger than the Foxhole team was when it was started. A few work on both projects but it's largely separate. The 14 team members I mentioned was for Foxhole only.


18 Oct

Comment

I wouldn't read too much into this. There won't be a big update like Inferno or Naval Warfare for a VERY long time for a few reasons:

  1. These big updates are very intense and after doing it year over year the team needs to take a breather for awhile. It's been a very challenging update but players have been asking for a naval revamp for years and we wanted to get this one done before settling down a bit. Keep in mind the Foxhole development team itself is only about 14 or so people.
  2. With a more fleshed out naval game, we've hit all the big content feature goals we had when we set out to make Foxhole years ago. We never really planned that much further than naval in our multi year internal roadmap. We have all the "foundation" we need now to continue building the game for a long time.
  3. Like Update 52, we'd like to do another QoL focused update in the new year.
  4. There are many parts of the games like Facilities, Infantry, and building that'd we li...
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Comment

The Heavy Trucks were bugged in today's dev branch as was stated in the dev branch info channel upon release of phase 4 dev branch. They were using outdated code/data from so their stats were completely reset to arbitrary values and many other aspects of them were broken. They shouldn't be tested and consider none of the information on them valid until phase 5 hits today. Thanks!

See this link for details: https://discord.com/channels/203512636556574720/586595556282073098/1163864594217971863


07 Oct


06 Oct

Comment

The footage from the Colonial battleship was taken from a build where the art was still work in progress. Specifically it was from a streamer preview, which is supposed to have the pre-release tag at the top right corner indicating this. However it looks like the HUD was hidden to omit this. On the other hand the Warden battleship screenshot was taken from the trailer which had more final assets.

Please take this into consideration before making judgements. Making these ships was the biggest art effort in the history of the studio (bigger than facilities). Understand that a lot of visual polish comes in at the last 5% of development.

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 ...

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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.