The foxhole devs are truly incredible

In just a few updates they managed to COMPLETELY swing the pendulum the other way and reverse the massive pop imbalance XD

Anyways my heart goes out to the collies who will get hit with every nerf under the sun when the pendulum swings the other way.

reddit.com
u/COSM1C___ — 7 hours ago

Crazy how y’all can find ANYTHING to complain about

Another banger update from the devs with what they could do with their limited time, promises to work on the cheating problem and get more mods, new logi QOL, new colonial plane for balance, and other QOL changes for the health of the game and y’all STILL find things to complain about. devs never get the thank you they deserve for their hard work like damn.

reddit.com
u/COSM1C___ — 14 days ago

Maintenance

Cursed Technique: Maintenance
To use this technique, the user must have made physical contact with the target within the last hour. Maintenance allows the user to “maintain” a target. Each use either succeeds or fails, and the user commits an amount of effort beforehand, measured as a percentage of their current cursed energy reserves. Higher effort strengthens the result and improves the odds, but it also worsens the penalty if the attempt fails. Success rates range from an even split at low effort up to eighty percent at maximum effort, and maximum effort consumes the user’s entire remaining reserve. A failed maintenance puts the technique on a five minute cooldown, while a success puts it on a one minute cooldown.
The technique can be used on unwilling targets, but resistance makes it less successful. The base success rate drops by ten percent, and that penalty scales higher the stronger the target is relative to the user (up to a max of -30%)
On a success, the target’s cursed energy output and reinforcement are boosted and some damage is healed. This healing is weaker than reverse cursed technique, but it can close wounds RCT cannot; Inumaki’s arm, for instance, could be restored with enough effort or across several successful uses. The effects last ten minutes and scale with effort, ranging from a modest ten to twenty percent increase at the low end up to sixty-five percent at maximum.
On a failure, the target takes internal damage. Every organ is affected to some degree. The severity scales with effort as well. A low effort failure causes a drop in cursed energy output and reinforcement, while a high effort failure prevents the target from manifesting their innate domain in any form, blocking Simple Domain, Domain Amplification, and Domain Expansion, and locks them out of reverse cursed technique entirely. These effects last five minutes.
Successful applications can stack.

u/COSM1C___ — 21 days ago

Can we all agree that SHT/BT’S need major buffs?

Not only do they need a range improvement, they also need probably a HV modifier, for the time and resources required for a BT or SHT. Now, this might be overtuning them, but for the resources required for each one, I think this should be the balance we aim for.
The only thing that should be able to even remotely match an SHT should be an opposing SHT.

BTs should be able to replace 3-5 tanks in a tank line.

Both BTSs should get 45M range (including BTD).

SHT’S should be 47.5M range

OR

Just have a REASONABLE FUCKING PRINT TIME, like 2 hours for a BT, 3 for a BTD, and maybe at most 5 for an SHT and we won’t require any changes.

reddit.com
u/COSM1C___ — 2 months ago

AA tank SHOULD be oppressive against infantry

Unlike the scout plane, which is shooting cheap and easy-to-transport 20mm, the new AA tanks shoot what is the literal equivalent of Logiman tears and suffering. If you suffer for 10 minutes as an infantryman, I DON’T give a FUCK after I had to produce what is the equivalent of cock and ball torture.

Also fuck planes

reddit.com
u/COSM1C___ — 3 months ago

Update 64 so far

Source: https://docs.google.com/spreadsheets/u/0/d/12Q5P3tt7XBTooEj9I8DqgPa1Qqd-ZOSn/htmlview#gid=1930640284

Warning: this could all be completely wrong when the full patch does drop. Also, there could be errors and most definitely some missed stuff.

New Vehicles:

- HA-1 "Sagaris" (Colonial) - Light Tank with a twin-barrel AA cannon

- Sharkey-Devitt Birdeater Mk. I (Warden) - Light Tank with twin-barrel AA cannon, anti-air specialist

- A59 Venti "Perdix" (Colonial) - Scout aircraft designed for anti-naval support using mini torpedoes

- Luminary Mk. VI Emissary (Warden) - Scout plane capable of dropping naval mines, 360° recon

New Items:

- Tenta Torpedo - Surface torpedo for specialized aircraft

- Absol Anti-Aircraft Rounds - AA ammo for mobile AA vehicles

New Features:

- Aircraft height indicator - Shows elevation lines with half-circles indicating if a plane is above or below you

- Map tooltip pins - Up to 25 tooltips can be pinned open (Ctrl+A), persisting across sessions. Supports stockpile delta tracking and CSV export

- Crane shippable override - Hold Shift to place shippables near structure interaction areas

- Squad Leaders visible on map for members in the same region

- Mass Production Factory re-crating - Eligible vehicles/structures in stockpiles can be re-crated via RMB context menu

- Refinery order status shown in map tooltip

- Assembly Station progress shown in map tooltip

- Anchoring - Battle Tanks, Super Tanks, BMS Black Bolt, and Tempest Cannon RA-2 can now be anchored like large ships

- Squad Reservation time now displayed in vehicle UI

- Reserve Stockpile expiry alert - 15-minute warning before expiration

- Storms affect aircraft - Reduce lift and max speed

- "Use Gate" keybind added (unbound by default)

- Repair target name shown in the repair message

- Map Post deletion alert sent to the owner

Balance Changes:

Aircraft:

- Hit-registration improved - Server now accounts for shooter latency; all aircraft easier to hit, Part targeting more accurate

- All Aircraft Parts - Easier to wreck but take longer to destroy; Wrecked Parts now have a greater effect

- A51 Venti "Daedalus"

- Health: 600 -> 300

- Fuel capacity: 100 -> 150L; consumption up ~35% (net +10% flight time)

- MG range cut to 40m, reload: 2 -> 5s

- Payload now requires a Wrench; max payload reduced to 2; firing duration: 0 -> 6s

- Cost: 80 -> 100 Refined Materials

- Air Intel range: 100 -> 150m

- Luminary Mk. IV Herald

- Health: 500 -> 300

- Fuel consumption up ~10%

- MG range cut to 40m, reload: 2 -> 5s

- Payload now requires Wrench; max payload reduced to 2

- Cost: 80 -> 100 Refined Materials

- Mergo-4 "Myrmidon"

- Bombs now require Wrench to load; max bombs: 4 -> 2; firing duration: 0 -> 6s

- Tail/Wing health: 575 -> 750; Fuselage: 1000 -> 1150

- MG range: 35 -> 50m; repair cost: 75 -> 100

- Tulka I1.9 White Raven - MG reload: 2 -> 7.5s; range reduced; fuel up 5%; mat costs up

- V-1 Tzykalia & Tulka P4 Welkinrive - Bombs now require Wrench; time between drops increased; repair cost: 75 -> 150; MG range: 35 -> 50m

- Rinnspeir Mk. I Zealot - MG range: 35 -> 50m; repair cost: 75 -> 125

- V-5b Pegasus - MG range: 35 -> 50m; repair cost: 75 -> 100

- M925 Austringer Man-O-War - Payload converted to medium torpedo (15% large leak chance); MG range: 35 -> 50m

- Toxot-902 "Blind Silver" - Maneuverability improved; assembly cost streamlined

- Aircraft armor/engine Thermal Shielding costs added across the board

- Lodesman's Lorica & Aviator's Raiment - Rare Material cost: 1 -> 2

Ships:

- Large Ship AP mitigation: 60 -> 75%

- AC-b "Trident" - Crush depth: 20 -> 25m; battery improved

- Conqueror - Health: 38500 -> 46200; ammo stockpile: 300 -> 450

- Callahan - Ammo stockpile: 900 -> 1200

- Blacksteele - Health: 34500 -> 41400

- Titan - Health raised to 74750 (matches Callahan)

- Strider repair cost: 150 -> 200

- Rinnspeir Ornitier-Class Gunship repair cost: 130 -> 200

- K-81e "Sombre" inventory: 1 -> 2

- Type C "Charon" fore turret now rotates 360°

Vehicles:

- Rooster - Tumblebox & Lamploader - Moved from Small Assembly Station to Garage

- 85V-G "Talos" - Range: 35 -> 40m; cost adjusted

- T12 "Actaeon" Tankette - Acceleration, rotation, speed all improved; repair cost: 135 -> 80

- T20, T13, T14 Tankettes - Acceleration/rotation improved; repair cost -> 100

- Scout Tanks - Repair cost: 135 -> 100

- King Spire MK-I: Armor 6000 -> 8000; track disable 20 -> 25%

- King Gallant MK-II: Armor 7500 -> 8500; track disable 30 -> 20%

- Lance-25 "Hasta" - Handling, speed, acceleration improved

- Gallagher Highwayman Mk. III - Range: 35 -> 40m

- Silverhand Mk. IV - Armor 13300 -> 17000; reload 5.5 -> 4.5s; costs up; reverse/acceleration reduced; pen 27 -> 25%

- Silverhand Chieftain Mk. VI - Armor 13300 -> 15000; costs up; reverse/acceleration reduced

- Silverhand Lordscar Mk. X - Steel mat cost reduced; static rotation up ~33%; pen 30 -> 28%

- 86-Ka "Bardiche" - Magazine: 2 -> 3 rounds; inventory: 40 -> 45; MG range and angle improved

- 85K-a "Spatha" - Range: 40 -> 45m; armor reduced; reload: 3 -> 4s

- Noble Widow MK XIV & Noble Firebrand MK. XVII - Pen: 17 -> 22%; off-road penalty removed; fuel -30%

- 14.5mm weapons can now disable vehicle Tracks

- Battle Tanks, BMS Black Bolt, Tempest RA-2 - Can now be Anchored

Small Arms:

- Volta r.I Repeater - Fire rate: 2.2 -> 1.3s between shots

- No.4 The Pillory Scattergun - Now takes 2 shots to kill full-health soldier

- Booker Storm Rifle Model 838 - Ammo: 30 -> 36; accuracy reduced; stagger -50%

- KRR3-792 Auger & Clancy-Raca M4 - Moved from Factory to Infantry Arms Factory (rarer production)

- Clancy-Raca M4 - High velocity reduced; accuracy improved; suppression added

- The Ospreay - Reload: 5 -> 3.5s

- Eleos Infantry Dagger & Falias Raiding Club - Quick attack damage 50 -> 80; charge damage 100 -> 110; stamina costs reduced; movement penalty during charge removed

- Buckhorn CCQ-18 - Similar melee buffs; stamina costs reduced

- Punch - Stamina cost: 20 -> 5%

- Gunner's Breastplate - Light Kinetic mitigation: 50 -> 80%; now stacks Light Kinetic ammo

- Velian Flak Vest - Light Kinetic mitigation: 33 -> 55%; now stacks Light Kinetic ammo

- Fuscina pi.I - Max accuracy reduced; stagger -50%

- KRR2-790 Omen - Accuracy increased; ammo 10 -> 8; stagger -15%

- Blakerow 871 - Shoulder time -50%; less inaccuracy while moving

- No.2B Hawthorne - Max accuracy increased

General Balance:

- A0E-9 Rocket - Fuelling time: 24 -> 6 hrs; countdown: 48 -> 24 hrs

- Devastation - Max damage/breach multiplier: 2x -> 1.5x

- Trench HE mitigation: 95 -> 97%

- Concrete settle time (non-super structures): 24 -> 18 hrs

- DAE 1O-3 "Polybolos" range: 45 -> 50m

- Retrieve Custom amount: 15 -> 30

- Damaged vehicles can now be submitted to stockpiles (above disabled threshold)

- Melee quick attacks no longer interrupt sprint

Map Changes

- Regions from Update 63 receive environment SFX and minor map markers

- Drowned Vale & Linn of Mercy - Airfields removed (rebalancing war start)

- Endless Shore - Legacy Landing Dock removed from Wellchurch

- The Fingers - Tusk & Captain's Dread Relic Bases removed; several Shipyards and a Seaport removed

- The Gutter - River/bridge/road layout reworked around Kuoppa and Suojus; foliage improved

- Kuura Strand - Landscape expanded near Menneen; bridge added west of Suosalo; Martti Hospital relocated

- Olavi's Wake, Palantine Berm, Pari Peak - Coastlines, roads, and foliage reworked; some Shipyards removed

- Westgate - Legacy Landing Dock removed from Wyattwick beach

Other / QoL Changes:

- Comms Rating - Poor rating no longer blocks World chat (adds cooldown instead); Very Poor is now required for full block

- Signposts show faction symbol next to owner name

- Railway Tracks no longer slow crossing vehicles

- Streamer Mode now obscures stockpile codes

- BMS Ironship - Deploy/undeploy time reduced to ~2 seconds

- Map legend - New tooltips for intelligence coverage and Map Posts; checkboxes moved to left

- Road visuals - Multiple improvements; better tier differentiation; snow road variations added

- Stockpile tooltip filters simplified when only one category exists

- Various LOD and performance optimizations

Notable Bug Fixes:

- Border travel failure after 2+ hour sessions fixed

- Hit detection on dynamic bases (vehicles) corrected

- Armor Uniforms mitigation now correctly scales with range for SMGs/shotguns

- Aircraft incorrect restoration to Storage Depot (causing loss) fixed

- Artillery Garrisons no longer retaliate against Bombers

- Build Sites no longer lose progress from 0-damage hits

- Trench Intersection now correctly culls landscape

- Submarine torpedo stacking bug fixed

- Aircraft Parts resetting to full health during repair fixed

- Many aircraft, ship, and structure visual/collision bugs fixed across numerous vehicles

u/COSM1C___ — 3 months ago

Thoughts about the latest patch?

https://www.foxholegame.com/post/update-64-dev-branch-released

New changes:

Aircraft Parts

•	All aircraft parts are now easier to wreck

•	All aircraft parts now take longer to become fully destroyed

•	Increased the effect wrecked parts have on all aircraft

•	Dev Note: Aircraft will be able to take less damage before needing to repair wrecked parts, reducing how often they can return to the frontline after being engaged by ground AA or other aircraft

•	Dev Note: Now that aircraft parts are more vulnerable due to hit-registration improvements, the impact of wrecked parts has been adjusted across the board, since some wrecked parts had little impact on aircraft handling and others already had a large impact

Armour Uniforms

•	Damage mitigation no longer reduces at closer range when shot by Light Kinetic automatic small arms weapons and shotguns

85V-G “Talos”

•	Range increased from 35m to 40m

•	Processed Construction Materials cost of 15 removed

•	Steel Construction Materials cost of 3 added

Silverhand - Mk. IV

•	Refined Material cost increased from 155 to 160

•	Reverse speed reduced by about 20%

•	Acceleration decreased

•	Armour penetration chance decreased from 27% to 25%

•	68mm cannon reload time reduced from 5.5s to 4.5s

•	Armour health increased from 13,300 to 17,000

Silverhand Chieftain - Mk. VI

•	Refined Material cost increased from 155 to 160

•	Reverse speed reduced by about 20%

•	Acceleration decreased

•	Armour penetration chance decreased from 27% to 25%

•	Armour health increased from 13,300 to 15,000

Dev Note

•	Gaining armour at the expense of manoeuvrability, the Silverhand - Mk. IV has been adjusted to be more comparable with the 86-Ka “Bardiche” as a heavily armoured, main-line tank

Silverhand Lordscar Mk. X

•	Steel Construction Materials cost decreased from 40 to 15

•	Static rotation rate increased by about 33%

•	Acceleration decreased slightly

•	Armour penetration chance decreased from 30% to 28%

•	Drivers are no longer invulnerable

H-10 “Pelekys”

•	Drivers are no longer invulnerable

86-Ka “Bardiche”

•	68mm cannon magazine capacity increased from 2 to 3

•	68mm dedicated inventory slot capacity increased from 40 to 45

•	Range reverted to 35m

•	No longer reloads the whole magazine at once

•	Reload speed reverted from 7.5s to 4.5s

Dev Note

•	The increase to 40m and full magazine reloading was reverted after feedback that the 86-Ka “Bardiche” already had a “Brawler” niche that was lost with those changes

86K-c “Ranseur”

•	Reverted from firing AP/RPGs to RPGs

Noble Widow Mk. XIV

•	Penetration chance increased from 17% to 22%

•	Off-road speed penalty removed

•	Reverse speed penalty removed

•	Fuel consumption reduced by 30%

Noble Firebrand Mk. XVII

•	Penetration chance increased from 17% to 22%

•	Off-road speed penalty removed

•	Reverse speed penalty removed

•	Fuel consumption reduced by 30%

Lance-36

•	MG stability cost per shot reduced

Flood Mk. I

•	MG stability cost per shot reduced

Fuscina pi.I

•	Maximum accuracy reduced

•	Stagger on hit reduced by 50%

KRR2-790 Omen

•	Maximum accuracy increased

•	Ammo capacity reduced from 10 to 8

•	Accuracy lost from cursor movement reduced by 20%

•	Stagger on hit reduced by 15%

Blakerow 871

•	Shouldering time reduced by 50%

•	Accuracy floor while moving increased from 0% to 40%

•	Dev Note: The maximum inaccuracy gained from moving has been mitigated by 40%

No.2B Hawthorne

•	Maximum accuracy increased

Gunner’s Breastplate

•	Quantity per crate reverted from 10 to 5

Sharkey-Devitt Birdeater Mk. I

•	Magazine capacity increased from 5 to 6

HA-1 “Sagaris”

•	Magazine capacity increased from 5 to 6
u/COSM1C___ — 3 months ago