Update 0.42

release date February 24th, 2021.

## New Content

* 85K-b “Falchion”
	+ Class: Medium Tank
	+ Faction: Colonial
	+ Designed for mass-production in Kraunia, this medium tank features a modular turret system for maximum versatility. The “Falchion” class features a powerful if understated, 40mm cannon.

* King Spire MK-I
	+ Class: Scout Tank
	+ Faction: Warden
	+ This small tank has been recently recommissioned into the Warden arsenal. It boasts high maneuverability and an antenna that allows for long-range communications during high-stakes recon operations.

* Devitt-Caine MK-IV MMR
	+ Class: Light Tank
	+ Faction: Warden
	+ A modified Devitt fitted with a specialized Caine mortar turret at the expense of top speed.

* Fire Pit
	+ A pit of fire used to keep soldiers warm during Snow Storms. Requires Diesel to fuel.

* Ammunition Room
	+ A facility that stores ammunition for artillery. Artillery shells can be retrieved very quickly from this structure.

* 120mm
	+ Payload for light artillery weapons.

* 150mm
	+ Payload for heavy artillery weapons.

## New Artillery

* 20-120 “Koronides” Field Gun
	+ A long-range Colonial mobile artillery. The “Koronides” field gun is designed to lay siege to enemy fortifications.

* Huber Lariat 120mm
	+ A light artillery cannon designed to be a fixture in defensive fortifications. The Lariat sports a formidable long-range 120mm cannon designed to put immense pressure on enemy infantry.

* Huber Exalt 150mm
	+ A heavy cannon designed to shatter the garrisons and fortifications of advancing forces. The Exalt is best utilized when emplaced into a defensive position to take advantage of its impressive range.

* 50-500 “Thunderbolt” Cannon
	+ This heavy artillery cannon is designed to cripple enemy fortifications from an entrenched position. Its long heavy barrel gives the "Thunderbolt" outstanding range.

## New Weapons

* This update contains many new weapons or redesigned variants of old weapons

* Many weapons are now faction specific

* Argenti r.II Rifle
	+ Class: Rifle
	+ Faction: Colonial
	+ The primary infantry rifle of the Colonial Legion. Its predecessor, The Volta Repeater, was a sturdy, reliable firearm but had many limitations, namely, fire rate. The Argenti solves this limitation as well as being more compact and lightweight.

* Fuscina pi.I
	+ Class: Rifle
	+ Faction: Colonial
	+ This unique rifle fires three rounds in rapid succession. The Fuscina is the first of its kind, designed for laying down suppressive fire during assaults on fortified enemy entrenchments.

* KRR3-792 Auger
	+ Class: Sniper Rifle
	+ Faction: Colonial
	+ A Kraunian rifle modified for long-range engagements. It doesn’t have the range or stopping power of other marksman rifles but more than makes up for it with unmatched reliability in a range of environments and a superior effective rate of fire.

* Catara mo.II
	+ Class: Assault Rifle
	+ Faction: Colonial
	+ A titanic light machine gun capable of scattering infantry lines with ease, the Catara is a modern weapon for the modern Colonial.

* KRN886-127 Gast Machine Gun
	+ Class: Machine Gun
	+ Faction: Colonial
	+ The Gast is a deadly but cumbersome Kraunian heavy machine gun. It is best suited to holding and defending established fortifications or garrisoned structures against encroaching infantry.

* “The Pitch Gun” mc.V
	+ Class: Submachine Gun
	+ Faction: Colonial
	+ This classic submachine gun is sturdy and irreplacable as a general tool for close-range engagements. The Pitch Gun earned its namesake from Mesean sailors who employed the weapon to successfully defend against a night raid on the Geraston docks.

* Ignifist 30
	+ Class: Anti-Tank RPG
	+ Faction: Colonial
	+ This single-use rocket can be fired a short distance. Designed to punch holes into tanks, the Ignifist is the perfect tool for infantry anticipating armoured resistance.

* Venom c.II 35
	+ Class: Anti-Tank RPG
	+ Faction: Colonial
	+ The Venom RPG launcher fires anti-tank charges. Its simple design makes it easy to deploy, even in high-stakes operations.

* Bane 45
	+ Class: Anti-Tank RPG
	+ Faction: Colonial
	+ This shoulder-mounted heavy launcher is the first of its kind. It features heavy blast shielding and is capable of launching anti-tank charges over relatively large distances.

* Daucus isg.III
	+ Class: Infantry Support Gun
	+ Faction: Colonial
	+ This heavy infantry cannon requires a tripod for stability. The Daucus is designed to give infantry a foothold against enemy vehicles and light fortifications or establish fortified garrisons.

* Bomastone Grenade
	+ Class: Grenade
	+ Faction: Colonial
	+ The Bomastone is a ‘stick’ style fragmentation grenade with a handle designed to aid in lobbing over moderate distances.

* No.2 Loughcaster
	+ Class: Rifle
	+ Faction: Warden
	+ Standard-issue Warden rifle. This bolt-action firearm is as robust as they come and has seen over a century of use on the battlefield.

* Blakerow 871
	+ Class: Rifle
	+ Faction: Warden
	+ The Blakerow is a carbine with a high rate of fire compared to its bolt-action predecessor. This increased fire rate does come at the cost of innate stopping power; however, its versatility and lightweight frame more than make up for any perceived shortcomings.

* Clancy-Raca M4
	+ Class: Sniper Rifle
	+ Faction: Warden
	+ A heavy-duty, long-range marksman rifle. The Clancy-Raca has one hell of a kick but is fitted with a powerful scope, allowing infantry to survey the battlefield and provide support from a safe location.

* Fiddler Submachine Gun Model 868
	+ Class: Submachine Gun
	+ Faction: Warden
	+ The Fiddler Submachine gun is a widely used urban combat weapon. Its high rate of fire and compact frame make it ideal for close-quarters engagements.

* Aalto Storm Rifle 24
	+ Class: Assault Rifle
	+ Faction: Warden
	+ Widely considered to be the first storm rifle, the Aalto is a marvel in Caoivish engineering. With its two fire modes, it can be used as a rapid-fire assault weapon, or an mid-range rifle.

* Malone MK.2
	+ Class: Machine Gun
	+ Faction: Warden
	+ This heavy machine gun is bulky enough to require a steady surface to maintain stability. The Malone series of machine guns are unmatched defenders on the battlefield.

* 135 Neville Anti-Tank Rifle
	+ Class: Anti-Tank Rifle
	+ Faction: Warden
	+ The Neville is unmatched in its versatility as a portable, magazine-based anti-armour firearm.

* Bonesaw MK.3
	+ Class: Anti-Tank RPG
	+ Faction: Warden
	+ The pride of the Warden anti-armour arsenal, the Bonesaw MK.3 has one job: to cut through the heavy metal plating of Colonial tanks.

* Mounted Bonesaw MK.3
	+ Class: Anti-Tank RPG
	+ Faction: Warden
	+ This variant of the Bonesaw MK.3 is specially designed for use with tripod mounts. This affords it with increased stability and maximum potential range.

* Cutler Launcher 4
	+ Class: RPG
	+ Faction: Warden
	+ The Cutler Launcher is capable of firing an unguided, rocket-propelled grenade over short distances with startling efficiency. Its simple design allows for easy deployment and storage.

* A3 Harpa Fragmentation Grenade
	+ Class: Grenade
	+ Faction: Warden
	+ This anti-personnel fragmentation grenade is designed with pull-pin mechanics and a timed fuse for user safety. Serrations in the casing allow for a better grip and increased fragmentation effectiveness.

* Cascadier 873
	+ Class: Pistol
	+ Faction: Warden
	+ This unique sidearm fires in three-round bursts. The Cascadier may not have the stopping power of its cousins, but it more than makes up for it with its lightweight frame, concealability and fire rate.

## Weather System

* Dynamic Weather Events will occur in the world

* Weather Events have varying intensities throughout their lifesppans

* Two types of Weather Events: Snow Storms and Rain Storms

* Snow Storm gameplay
	+ Soldiers can freeze to death on foot over time
	+ Vehicles can freeze over time if their engines are not on (i.e. no driver or no fuel)
		- Does not apply to Field Weapons
	+ The amount of snow on the player or vehicle indicates how low their temperature is
	+ Off road movement on foot or vehicle is slowed
	+ The following vehicles are resistant to the off road snow debuff
		- O'Brien v.121 Highlander
		- Devitt Ironhide Mk. IV
		- King Spire MK-I
		- Dunne Landrunner 12c
	+ Fire Pits are the ideal way to stay warm
	+ Structure interiors, Trenches, and Bunkers can provide shelter and slowly warm players
	+ Closed top vehicles can provide shelter and slowly warm players
	+ Rivers, lakes, and parts of the sea become frozen, allowing passage on foot or vehicle
	+ Visibility is reduced
	+ Wind changes much more rapidly, making Artillery difficult to use

* Rain Storm gameplay
	+ Soldiers can get Muddy over time when walking over dirt surfaces
	+ Muddy soldiers can have up to 50% encumbrance
	+ Map Intelligence radius on all sources is reduced in size by 50%
	+ Wind changes much more rapidly, making Artillery difficult to use

## Artillery Changes

* Wind, Range, & Accuracy
	+ Artillery generally fires further now
	+ Artillery generally has less accuracy
	+ Artillery trajectory is now influenced by wind, which changes slowly over time
	+ Wind changes much more rapidly during Weather Events
	+ Wind affects Light and Heavy Artillery, Gunboat Artillery, Mortars, and Storm Cannons
	+ Wind direction and speed are visualized on all flags in the game

* Bombardments
	+ Artillery fire can now cause the landscape to be devastated
	+ Devastation occurs very slowly over time as an area is bombarded
	+ Devastated land can have their grass, bushes, and trees destroyed over time
	+ Devastated land can cause Garrisoned Houses to be permanently destroyed
	+ The more Devastated an area is, the more damage structures build on that land receives
	+ Artillery impacts can cause craters in Devastated land
		- Craters can be used for cover

## Regiment System

* Allows commanders to organize a permanent unit of players (or “clan”)
* Regiments can be assigned a Name, Tag, and Discord server link
* Role system
	+ Commander - Can promote players to Officers and perform all Officer roles
	+ Officer - Can invite or discharge members
	+ Member
* Full real-time view of all Regiment players showing
	+ Squad assignment
	+ Location (Region)
	+ Regiment Role

* Regiments have a dedicated chat channel

* Regiment TAGs are auto assigned a 4-digit postfix identifier to resolve duplicate names
* Regiments are faction locked (players must leave the Regiment to change factions)

## Gameplay Changes

* Damage Type system
	+ Every type of ammunition now has a Damage Type that defines how damage is mitigated against structures/vehicles and the chance to penetrate tank armour
* Certain weapons no longer penetrate or deflect off of tank armour and instead deal mitigated damage against armoured targets
* Map Intel from vehicles (e.g. Light Utility Vehicles) now provide intel even when mobile, but no longer does when there isn't a driver seated
* Legacy Howitzer, Field Artillery vehicles, and related ammunition are no longer available
* Howitzer Garrisons are less accurate now
* Rocket detonations will now cause Devastation in a wide radius (See Artillery section above)
* Border Bases now include faction specific Rifles and Diesel as part of their starter equipment
* Full Repair action at Garages can no longer be used on enemy vehicle variants
* Increased vertical aiming arc threshold so it's easier to shoot targets below
* Squad locks are now cleared on Storm Cannons and Vehicles when a Squad disbands

## Game Balance

* Any redesigned faction variant weapon has updated stats (and should be treated like a new weapon)

* Gunboat class vehicles now mitigate the majority of small arms (Light Kinetic) damage

* Diesel retrieve times reduced by 50%

* Diesel encumbrance reduced by 10%

* O'Brien v.110, T3 "Xiphos", T5 “Percutio” acceleration increased by ~17%, offroad speed decreased by 10%

* O'Brien v.121 Highlander acceleration increased by ~50%

* T3 “Xiphos”, O’Brien v.121 Highlander, O’Brien v.110 turret rotation speed increased by 25%
* All Armoured Car classes braking power increased approx. 50%.
* HH-a Javelin, HH-b "Hoplite", HH-d "Peltast", Niska Mk. 1 Gun Motor Carriage top speed increased by 10%, acceleration decreased by 10%

* H-10 "Pelekys" reload time increased from 3.5s to 4.5s

* 68mm ammo damage against structures has been reduced by ~10-20% depending on the tier

* 68mm tank penetration chance has been reduced by 40% (still 50% higher than 40mm/75mm)

* All vehicles with tank armour are now highly resistant to Kinetic Weapons (Rifles, MGs, etc)

* Silverhand - Mk. IV agility reduced slightly
* Silverhand - Mk. IV tank armour increased by 5%

* Niska Mk.2 Blinder range has been increased from 40m to 45m

* T12 “Actaeon” Tankette cost decreased from 60 to 50 Refined Materials

* T12 “Actaeon” Tankette range increased from 35m to 40m

* T12 “Actaeon” Tankette accuracy increased

* T12 “Actaeon” Tankette inventory capacity increased from 1 to 4
* Mortar costs and crate sizes have been updated to reflect their new functionality

* Gunboat now uses 120mm ammo

* Storm Cannon minimum range increased from 325m to 400m

* Storm Cannon rotation power consumption decreased by 10%

* All Mortars (hand held or vehicle variant) damage decreased by 40%
* All Mortars (hand held or vehicle variant) range increased to 80m

## Map Changes

* Viper Pit
	+ Seaport has been relocated

* Home Region tutorials have been updated

* Home Region layouts have been updated to accommodate new artillery training areas

## Other Changes

* Improved sound effects system for automatic weapons
* Heavy vehicle damage status VFX updated
* Blood VFX have been updated to be clearer
* Home Region tutorials have been updated
* Left Mouse Button can now be used to submit Large Items to structures/vehicles
* Weapon and Ammunition now display tooltips with detailed information
	+ Damage type
	+ Damage type characteristics
	+ Supported ammunition
	+ Special behaviour

* Enemies can now be globally muted from the options menu

## Bug Fixes

* Sticky Bombs have larger than intended explosion radius

* Players can fall through parts of one of the Drawbridge types
* Relic Base roofs aren't hidden when you deploy to them from the Home Region
* HC-7 "Ballista" can still shoot with a disabled turret
* Light Tanks Track subsystem is not restored after the vehicle is fully repaired
* It's difficult to shoot down hill with Field Weapons
* Swapping into driver/gunner seats can cause secondary weapon meshes to still be visible even though they aren't equipped anymore

* Kivela Power Wheel 80-1 icon is incorrect
* layers can build structures inside the mesh of the Long Bridge
* When using Binoculars from certain vehicle seats, the camera/player can sometime momentarily teleport to another location

* Map Bugs
	+ Marban Hollow: Drawbridge Ladders Aren't Low Enough To The Water
	+ Viper Pit: Seaport in Kirknell is connected to Serenity's Blight
	+ Callahan's Passage: Stone wall in the middle of the road
	+ Westgate: Can't reverse a flatbed off the seaport dock due to slope

## Source

Foxhole Official Website.

1. ↑ https://www.foxholegame.com/post/update-42-release-notes