markusn82

markusn82



20 Sep


12 Sep


09 Sep


08 Sep

Post

We put together a preview video showcasing the new features coming in Inferno. This was a very fun collaboration between Siege Camp and long time community member CaptainInArms (aka "Geoffrey Jennings") from the PressCorps. Hope you enjoy it!

https://youtu.be/S6c_NsuTZSs

External link →
Comment

I'd recommend waiting for the actual dev branch with the context of real production costs and more finalized balance in place. Even then there will be two weeks of dev branch of us to get feedback and further refine balance.

The preview build shown by the streamer community today was meant to show off the content and features at a high level, not for balance scrutiny.

Comment

Originally posted by UnknownRH

Maybe yes or maybe it is just part of a building construct able on the facility such as a factory, refinery or storage. That would mean it is not construct able independently.

There are two buildable cranes. The stationary crane and the rail crane. Keep in mind that these will have requirements to operate. For example the stationary crane will require a small amount of power to operate.

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 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

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.