Update 0.33

* Bug fix: Player silhouettes not rendering when obstructed by camera
* Bug fix: Some Sandbag structures aren't repairable
* Bug fix: Umbral Wildwood map image artifacts removed
* Bug fix: MG Garrison Tier 3 requires more than 1 connected Engine Room to activate
* Bug fix: Landscape holes (caused by war rollover) resolved
* Bug fix: Vehicles can drive into Tier 2 Trench Connectors and get stuck
* Bug fix: Players can get stuck in a structure if they fail to exit the first time due to an obstruction
* Bug fix: Neutral structures (i.e. Resource Mines) would always be considered in neutral/enemy territory resulting in an incorrect increase when submitting Upgrade Parts

## New Content

* New Modular Structure: Trench Connector
	+ A special Trench that automatically joins two nearby Trenches/Bunkers
	+ Must be placed between the connection points of two Trenches/Bunkers
* New Modular Structure: Howitzer Garrison
	+ An entrenched Howitzer manned by stationed troops
	+ Returns fire against targets that attack connected Bunkers
* New Modular Structure: Machine Gun Garrison
	+ An entrenched machine gun manned by stationed troops

## New Features

* New Facility: Storm Cannon - Advanced Rangefinder Facility
	+ Extends the Storm Cannon range by 33%
	+ Enables firing at targets in other regions
* Dedicated Logistics text chat channel & tab is now available

## Gameplay Changes

* Facility Efficiency changes
	+ Starting Territory affects efficiency
		- Reduces the effects of snowballing
	+ Tooltip now shows the efficiency conversion rate and the factors that derive it
* Starter Fuel
	+ Vehicles built at the Vehicle Factory now start with 10% fuel
		- Reduces the chances of stalling the factory
	+ “Low Fuel” warning is shown to help new players
* Repairing structures built with Shovels cost BMats
	+ Fixes exploit that allows Bunkers to be repaired without resources
	+ Makes the cost of repairing anything (vehicles/all structures) consistent across the game
* When a Refinery is destroyed, refined resources are no longer lost when rebuilt
* Resource/Shipping containers are now prioritized over vehicles when submitting driveway equipment

## Map Updates

* New water visuals
* Patchy grass will no longer block forts/causes fast decay
* Weathered Expanse
	+ Updated fog effects with improved visibility and visuals
	+ All new environment walls (Weathering Halls) that allow for more player interactivity
* Tempest Island
	+ Main island reconstructed to fix landscape hole issues
	+ The Iris made more suitable for water logistics
	+ Some towns were relocated for game balance reasons
* Godcrofts
	+ Bridges replaced with Drawbridges freeing up waterways
	+ Refinery in Promithiens switched with Factory in Axehead
		- This is to balance against Refinery/Factory locations in Fisherman's Row
* Mooring County
	+ Shipyard added to Ogmaran
	+ Multiple landings added to the river

## Game Balance

* Light Machine Gun encumberance reduced by 10%
	+ To be slightly lighter than the regular MG
* Storm Rifle encumberance reduced by 25%.
	+ To have a more competitive trade-off with the Light Machine Gun
* Gunboat health increased by 10%
	+ Gunboats are being destroyed too easily on average
* Barge health decreased 10%.
	+ Mitigate issue of Barges being used to blockade bridges, which isn't their intended purpose
* Rifle Garrison (Tier 3) health increased by 12%
	+ Makes it more consistent with the new MG Garrison
* Landing APCs can now run over T2 Trenches
	+ Makes it more consistent with other tracked vehicles in the game
* AT Rifles can no longer be fired from a Barge

## Other Changes

* Updated descriptions of several Trench/Bunker structures
* Global text chat mute
	+ Any player can be muted by right clicking their name in the text chat window
* ALL chat channel removed
* Facility Efficiency details for the current region can be viewed by hovering over the Facility Efficiency icon on the "State of the War" widget on the map screen
	+ Note: In the next update, this info can be viewed by hovering over a region in the map
* Motorcycle is now easier to repair when standing on sloped landscapes
* Tier 3 Garrison House AT shot SFX updated

## Bug Fixes

* Client can sometimes crash before executing a border travel
* Screen can occassionally freeze after border travelling, locking input
* Stockpile tooltip does not show sub-icon for Mortar/Artillery shell variants
* Client can sometimes crash on exit
* Certain structures can be built on top of trenches
* Trenches/Bunkers can get destroyed when players are inside them
* After a rollover into Resistance or Conquest, decayed/destroyed Trenches/Bunkers can leave behind holes
* Player can abuse the faction lock timer to switch sides and spawn in behind enemy lines
* Using a T1 Bunker section to repair T3 Bunker island is free (Basic Materials are now required)
* Landing APCs can be placed ramp down on Barges, allowing illegal weapons to be fired from them
* Barges in the home region (near water training area) can't be walked on
* Dealing fall damage to yourself counts as team damage
* Resource nodes sometimes exist without resources remaining
* Disconnecting while traveling in water vehicles may result in the vehicle floating mid air
* Players can use packaging to lift vehicles on top of structures
* Spawning at a Home Base in another region with no Soldier Supplies is allowed if your Forward Base spawn has Soldier Supplies
* Entering whisper mode and then border travelling causes player whisper chat text to be lost
* Discord Rich Presence is broken for Loch Mor
* Frontier Bases and Frontier Forward Bases can be built in illegal locations under certain circumstances
* Players can fire certain weapons while mounted on a ladder
* Facility can show 20/20 upgrade parts even when the Facility isn't fully upgraded yet (due to rounding up)
* Landscape is inconsistent in some maps when it comes to enforcing road placement rules
* Pre-placed vehicles can desync in home regions when moved significantly far away
* Map Bugs
	+ Linn of Mercy: There is a duplicate Relic Base at Hardline in Linn of Mercy
	+ Callahan's Passage: Tall structures can't be built in northern area of the map
	+ The Moors: Water volume is broken in some areas
	+ Farranac Coast: Bone Haft Bridge has a hole beside it that players often get stuck in
	+ Drowned Vale: There are a few areas near Wisps Warning that let structures be built under water
	+ Viper Pit: Stone wall blocking Storage Depot

## Source

Foxhole Official Website.

1. ↑ http://www.foxholegame.com/post/update-33-release-notes