Foxhole - Persistent world war MMO with a focus on player driven strategies
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A new update is in the works (not released yet): [url]http://www.foxholegame.com/single-post/2018/01/04/Devblog-35[/url]
- New capturable building: Observation Tower (reveals map intel in a large surrounding).
- Technology Center: Centralized location to bring tech parts to where you can unlock new technologies (as opposed to bringing tech parts to individual production buildings to level up).
Also there was some interesting Q&A points, here's some of what was discussed:
- APC will be re-balanced.
- They'll probably be getting rid of Discord and implementing a different communications system (perhaps in-game?)
- TRAINS! We may be getting trains (pre-built in to the map though). This would assist with logistics.
- There's potential for a map creator tool to be added, but not anytime soon.
- They also talked about adding a sort of "vehicle garage" where vehicles can be stored.
- The current maps are due for a lot of changes in the future.
- Logistics will be improved in some way in the future to provide more info to logi players (e.g. seeing which items/support is needed where).
- Squad tools are going to be improved soon, sometime around the One World update.
- Destructable town buildings is a maybe at this point, it depends on how development comes along I suppose.
More details on the One World here: [url]http://www.foxholegame.com/single-post/2017/12/05/One-World-Revamp[/url]
The new conquest started today, join in and support the war efforts!
Woah. Update seems ambitious. I should give it another go.
Queuing in to the conquest takes awhile, but once you're in it's pretty great.
There was an update for Foxhole back on April 4th: Update 0.11 is Live! Trench Warfare Skirmish Map, Supply Drops, and More!
New Reaching Trail skirmish map featuring trenches
[quote]The Reaching Trail is a brand new skirmish map that features trench warfare and a unique asymmetric layout. A few miles north of Mooring County lies The Reaching Trail, a rural village that built up around a mountainous path between Callum's Cape and the Reaching River. Colonial Paratroopers cut off Warden soldiers fleeing to the north and set up camp, establishing their own northern base of operations.[/quote]
Supply Drops - Random supplies build up in a shipping facility as skirmish rounds are won between conquests, supplies are available once the new conquest begins
[quote]Supply Drops integrate the results of Skirmish with Conquest, enabling all players to working towards the same ultimate objective. When a Skirmish is won, a supply of weapons and equipment is determined based on the Win Condition and the number of friendly players present at the end. The supply is then transferred to and accumulated at a Shipping Facility structure on the Home Island. Before the Conquest starts, the Shipping Facility will grow to a large arsenal that will be shipped to the three friendly Port Bases when the mainland invasion begins. After that, shipments will be made on a regular interval. Supply Drops are just the first step into integrating all game modes into the same unified war. Stay tuned for more![/quote]
Other notable changes
Players can play Skirmishes now while waiting in a queue to join Conquest
Queues have been tweaked to reduce wait times
Skirmish battles now have their own mini Tech Tree, adding a sense of progression to each battle
Skirmish battles now have more varied win conditions
Full list of changes: 0.11 Release Notes
Another update from April 25th: Update 0.12 is live! Armoured Car Urban Combat Vehicle
New vehicle: Armoured Car
The Armoured Car is highly effective against infantry in urban combat scenarios. Its frontal turret position allows for peeking around corners of buildings and has 360 degree firing capability. This allows it to defend against soldiers approaching from hidden areas within densely packed towns. In addition to urban combat, it can provide escort support for logistics vehicles like Trucks and CVs and is useful for patrolling supply lines.
The Armoured Car is available early in the Tech Tree and in Skirmish.
Picture of Warden's Armoured Car | Picture of Colonial's Armoured Car
New skirmish map: Great March
Deep into The Heartlands, The Great March is a central highway that runs between the southern regions of Veli up towards Sunhaven. This tense skirmish map revolves around two small roadside settlements featuring open field combat. Measured coordination and infiltration tactics will be required when approaching the central towns.
Preview of Great March Skirmish Map
Other notable changes
New vehicle model: Warden's Motorcycle (I can't find a picture of it)
Resource yields/spawn times adjusted depending on population imbalance (you get buffed if you have a lower pop)
Garrisoned Houses are now a tech option
Monument Park added showing the permanent results of every historical war
40+ bug fixes
Full list of changes: 0.12 Release Notes
Is there still a big enough playerbase?
Yeah I'd say the playerbase is still big enough where it's a lot of fun. There's usually at the very least one high pop map and three or so medium pop maps going on at any time, but when things are really heated (e.g. start of a conquest/event) then the place is packed full. I believe the max slots for a server is 140 people, also here's some stats on the number of players playing: Foxhole - Steam Charts
More updates from May 18th (today): Update 0.13 is Live! AT Rifle, North-South Conquest, and Game Balance
New weapon (+ammo): AT Rifle
The AT Rifle is effective at suppressing armored vehicle attacks. It's the first weapon in Foxhole that deals armor piercing damage, which means double damage against armoured vehicles like Light Tanks and Half-Tracks. The AT Rifle takes 13.5mm Ammo (new) and has a clip size of 8. It has a long range, equivalent to a normal Rifle and incurs heavy encumbrance.
Picture of AT Rifle
New gwaphics: Improved Foliage Visuals
The art team has been slowly chipping away at improving the environments in Foxhole. They started with the revamp of rocks (which is still being integrated into the game) and now they're taking a look at foliage. Many trees and bushes in the world have been replaced with higher fidelity versions that are more realistic and immersive. We've also added a decay effect that allows the player to still see their character when traversing through dense forests.
Picture of improved foliage
Conquest map has been re-oriented: Now you fight from North to South instead of East to West
The World Conquest mainland has been revamped to support the North-South orientation. This means that Wardens start in the North and Colonials start in the Southern regions. There are two big map changes to highlight. The Upper Heartlands got a major expansion and will be renamed to Heartlands. Second, Weathered Expanse has been extended to include a coastline. Some of these changes are being made to support additional gameplay features coming to Conquest in the future.
Other notable changes:
Game balancing
Bug fixes
Improved spawn point rules (e.g. spawn points remain saved after travelling to a new region)
A couple of maps have been expanded (Upper Heartlands has been expanded into Heartlands, a large coastline has been added to Weathered Expanse)
Most victory towns have been relocated
Squad vehicles now show the name of the squad that it belongs to when trying to unlock it
Barracks are not longer limited to 5 spawn points (I think more than 5 people can save their spawn point there now?)
"Give Feedback" button was added
Full list of changes: 0.13 Release Notes
Also a new World Conquest is starting today: The next World Conquest starts at 2PM EDT today and will run throughout this weekend.
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