Update 0.43

**Update 0.43** was released on April 20th, 2021.

## New Content

* Noble Widow MK. XIV
	+ Class: Destroyer Tank
	+ Faction: Warden
	+ This deadly tank turns predator into prey. A tank Destroyer, the Noble Widow specializes in ambush tactics, waiting for its quarry and striking with destructive high-velocity shells.

* 85K-a "Spatha"
	+ Class: Assault Tank
	+ Faction: Colonial
	+ The “Spatha” assault tank features a special high velocity 40mm gun turret that is not as well suited to mass-production as its more refined counterpart, the “Falchion.”

## New Weapons

* "Lionclaw" mc.VIII
	+ Class: Submachine Gun
	+ Faction: Colonial
	+ A heavier, modern variation of the Pitch Gun, the Lionclaw performs well as a decent, all-around submachine gun designed as a primary firearm in urban and close-quarters combat operations.
* No.1 "The Liar" Submachine Gun
	+ Class: Submachine Gun
	+ Faction: Warden
	+ This unique, heavy-duty submachine gun is not very useful on the run, but with careful aim and adequate cover, becomes a razorblade in the night.
* "Dusk" ce.III
	+ Class: Assault Rifle
	+ Faction: Colonial
	+ This unique assault rifle includes a high-capacity drum magazine designed for sustained rapid fire.
* Booker Storm Rifle Model 838
	+ Class: Assault Rifle
	+ Faction: Warden
	+ The Booker is a high-impact three-round burst Storm Rifle for those who like to shoot first.
* Hydra's Whisper
	+ Class: Explosive
	+ Faction: Colonial
	+ This unique demolition tool is a long, metal tube packed with explosives. The Hydra’s Whisper is designed to destroy out-of-reach movement impairing structures and detonate any mines along the length of the tube.
* BF5 White Ash Flask Grenade
	+ Class: Anti-Tank Grenade
	+ Faction: Warden
	+ An explosive flask used for melting enemy armour. This carefully designed liquid bomb explodes into a dazzling flash of molten debris upon impact.

## Gameplay Changes

* Gun Turrets and AT Garrisons will now counter attack deployed Tripod weapons
* Firepits can now be built on Seaport decks
* Radio Backpack transmit function now only works when the player is standing on landscape or a structure
	+ Transmission won't work if standing on Barges, rocks or other environment objects
* Added dedicated key for dropping large items (defaults to V, but can be remapped)
	+ Default key for Callout changed to H
	+ Default key for Transmit changed to J
* Ammunition Rooms now provide a Power Connection and can be built inside Storm Cannon grids
* Landing Ships are now reservable at Storage Depots/Seaports
* Frontier Bases have been removed from the game
	+ NOTE: Border Bases are the new standard way to gain a foothold across contested borders
* Seaport AI now require the same Base Upgrades as other Garrisoned Houses before it can fire
* Craters will no longer spawn on roads in urban town areas (e.g Abandoned Ward)
* Rockets now cause No Man's Land at the target location

## Game Balance

* Storage Depots/Seaports inside logistics towns now start with 30 instead of 10 Trucks at the start of Conquests
* Field Hospital, Bandages, First Aid Kits, and Trauma Kits no longer require tech
* All Assault Rifles class weapon production times have been reduced by 20%
* Improve Shotgun's ability to hit targets at point blank range
* All L.U.V. variants (both factions) damage mitigation against small arms drastically reduced, but health increased by 125-180% to account for it
	+ NOTE: This is to resolve an oversight made in Update 42, which caused L.U.V.s to have tank level mitigation against Light Kinetic Weapons (e.g. SMGs 99% damage mitigated). They are now restored to roughly what they were pre-Update 42
* All Mortars (vehicle or infantry) long range accuracy increased by 30%
* Green Ash crate size reduced from 20 to 10
* Infantry Support Gun  rate of fire decreased by an overall 75% (reload time increased%)
* Mounted Bonesaw MK.3  rate of fire increased by an overall 75% (reload time increased slightly, but the long post fire delay has been removed)
* Aalto Storm Rifle 24  range reduced by 10%
	+ NOTE: Reduction to further contrast this with the other new Assault Rifle
* All Warden Light Tank class variants rate of fire increased by 10% (reload decreased)
* HH-d "Peltast"  rate of fire decreased by 20%
* Devitt-Caine MK-IV MMR  rate of fire increased by 25%
	+ NOTE: Rate of fire slightly slower than HH-d "Peltast"
* Field AT (both factions) rate of fire increased by 13%
* Devitt-Caine MK-IV MMR  cost reduced from 180 to 150 Refined Materials
* High Explosive Grenade crate size reduced from 25 to 20
* War Achievements have been updated as follows
	+ Major Offensive: Hold more 75% (instead of 80%) of zones at some point in the war
	+ Offensive: Hold more than 60% (instead of 65%) of zones at some point in the war
	+ Hold the line: Survive for longer than 1 day when your faction holds less than 25% (instead of 20%) of all zones
	+ Last Stand: Survive for longer than 2 days when your faction holds less than 25% (instead of 20%) of all zones
	+ Fortified: Survive for longer than 4 days when your faction holds less then 40% (instead of 45) zones

## Map Changes

* Updated the landmass in the north of The Moors
* Added an additional landmass to Fisherman's Row
* Added an additional landmass to Tempest Island
* Added an additional landmass to Stonecradle
* Added new Map Layers to several logistics hubs to support a larger variety of starting conditions

## Other Changes

* Squad & Regiment Map Posts
	+ Map post visibility can now be restricited to just your Squad or Regiment
* Deployment Screens now indicates when a contested region requires reinforcements (is undermanned)
* Frame rate can now be customized on the options screen, allowing for greater than 60hz
* Offline characters in the F1 player screen can now be reported again
* Shard selector UI changes
* Stockpile logs now support Shippable structures
* Added animation interpolation system to smooth out turret rotation, crane rotation, etc
* Optimized map screen frame rate when there are a lot Map Posts
* Optimizations to region travel to prevent network stalls during large war starts
* Overall improvement to Trench/Bunker interactions with landscape, resulting in drastically less chance of holes

## Bug Fixes

* Deployment sometimes fails with the message "Spawn point is no longer available" even though the deployment point still exists
* Vehicles on Barges can't be repaired due to collision detection issues
* Vehicles can get into a state where players can walk through their collisions
* Trenches can still cause holes to appear in the landscape with certain layouts
* Harvester treads are not animated
* Motorboats can prevent destroyed bridges from being rebuilt
* Tooltips In The Refinery Flash Intermittently
* 00MS "Stinger"  doesn't Have A Horn
* Client can in rare cases crash when flag visuals are changed based on wind
* No "Whooshing" sound when punching air
* New Drawbridges Missing Animation For Lever Flipping
* Shipyard Full Repair action can be used to repair land vehicles
* Kivela Power Wheel 80-1  icon shows a Colonial Motorcycle variant
* Transmit hotkey remapping reflect in hints
* Using Binoculars can momentariliy make the player appear somewhere else in the world
* Ladders for certain bridges can't be climbed after the bridge is built
* Items get dropped into the water when retrieving from the Seaport with a full inventory
* Destroyed concrete bridge can be climbable on one side but not the other (neither can be climbed now)
* Tread animation for in-place rotation is only animating for the driver
* Fire Pit model is floating when built on slopes
* One Drawbridge type is missing animation for lever flipping
* Upgrading a Bunker Corner to Tier 2 will remove the door/firing port modification on the short end
* Typo in 7.62 ammo description
* Vehicles that rotate on the spot can rotate into walls, causing physics issues
* Certain R.P.G. class weapons will clip with Trench walls when standing right next to them
* Very rare crash can occur when Bunkers are destroyed
* Graphics flickering can occur on Trenches connected to each other
* Anti-Tank Mines on roads would sometimes be invisible to players in vehicles
* Gunners on the Drummond Spitfire 100d  are difficult to hit with small arms
* Map Bugs
	+ Endless Shore: Rocks creating unintended high ground
	+ Oarbreaker: Freighters getting stuck at seaport
	+ Great March: No River collision near The Swan
	+ Allod's Bight: Players getting stuck at Mercy's Wail shipyard after submitting
	+ Great March: No Safehouse in Sitaria in some Map Layers
	+ The Moors: Rocks blocking naval passage in the river
	+ Great March: Flatbeds getting stuck in Sitaria
	+ Shackled Chasm: Old bridge underneath new bridge
	+ Viper Pit: Can get stuck in crevice
	+ Drowned Vale: Grass overlaps the road
	+ Marban Hollow: Drawbridge ladders Aren't low enough to the water
	+ Oarbreaker: Wall blocking access to Factory
	+ Oarbreaker: Construction Vehicles/Cranes can't be built on beaches at Integrum

## Source

* Foxhole Website

1. ↑ https://www.foxholegame.com/post/update-43-release-notes