Update 0.46

release date September 22nd, 2021.

## New Content

* 86K-a "Bardiche"
	+ Class: Assault Tank
	+ Faction: Colonial
	+ Unlike the 85-series, the Bardiche sports a heavier, more durable build and is fitted with a coaxial heavy machinegun along with a powerful, short-barreled 68mm turret. Modern Kraunian engineering allows for a fast reload, making it an ideal tool to combat enemy armour.

* Gallagher Outlaw Mk. II
	+ Class: Cruiser Tank
	+ Faction: Warden
	+ Originally designed in response to incoming swarms of Mesean armour, the Outlaw is an exceptionally capable medium tank armed with a long-range 40mm turret and includes a built-in storm rifle support position.

* The Hangman 757
	+ Class: Revolver Rifle
	+ Faction: Warden
	+ The weapon of choice for pirates and smugglers, its legend is well-earned. With incredibly high stopping power and unique revolver mechanism, the Hangman often plays judge, jury, and executioner.

* volta r.I Repeater
	+ Class: Heavy Rifle
	+ Faction: Colonial
	+ An old war Mesean rifle. It boasts high stopping power, but not as accurate as its modern variant. A weapon of legend, the Howling Lions wielded the Volta during their raid on the beaches of Fisherman's Row.

* Clancy Cinder M3
	+ Class: Long Rifle
	+ Faction: Warden
	+ The Clancy Cinder is a classic, high-powered long-rifle designed for use in mid-to-long range encounters. First deployed with the Hands during a high-risk operation in Acrthia.

* KRR2-790 Omen
	+ Class: Long Rifle
	+ Faction: Colonial
	+ An older but reliable model of Kraunian long rifle. The Omen is a sturdy, simple weapon best used in long-distance skirmishes.

* Sampo Auto-Rifle 77
	+ Class: Auto Rifle
	+ Faction: Warden
	+ The precursor to the storm rifle, the Sampo Auto-Rifle, is a mastercraft of its day. With a single shot and automatic fire mode, this versatile rifle may not reach the fire rates of automatic weapons but more than makes up for it with utility.

* Small Shipping Containers
	+ Produced at Construction Yards
	+ Performs the same functionality as old Shipping Containers
	+ What you lose in carry capacity you make up for in flexibility as crates can be assembled on open terrain.

* Listening Kit
	+ A device used to intercept enemy radio broadcasts transmitted from nearby sources.
	+ Works like a portable version of the Intelligence Center that works on local Intel sources.
	+ Required a Tripod

## World Expansion

* Fourteen new regions seven to the North, seven to the South.
	+ New Northern regions from West to East are:
		- Nevish Line
		- Callum's Cape
		- Speaking Woods
		- Basin Sionnach
		- Howl County
		- Clanshead Valley
		- Morgen's Crossing
	+ New Southern regions from West to East are:
		- Origin
		- Ash Fields
		- Red River
		- Kalokai
		- Acrithia
		- Terminus
		- The Fingers

* Southern environment set
	+ Unique landscape and foliage
	+ New town environments and building style
	+ Four new Garrison Houses
	+ One new Safe House

## Building Update

* Pillboxes
	+ New defensive AI structures replace the now removed Foxholes and Gun Turrets
	+ *Rifle Pillbox* - Fires 7.62mm
	+ *Machine Gun Pillbox* - Fires 12.7mm with a limited firing arc but longer range
	+ *Anti-Tank Pillbox* - Fires 20mm

* New Bunker/Trench Modifications
	+ Bunker Stairs allowing easy access to the roof
	+ Bunker Ladder also allowing easy access to the roof
	+ Interior Firing Port gives cover and fallback positions if the enemy gets inside
	+ Bunker Sandbags gives a secure firing position on the roof while preventing enemies from climbing onto your bunker
	+ Trench Sandbags provide ground level cover and prevents enemies from using your Trench against you.

* Barbed Wire Fence
	+ Used to prevent enemy infantry movement through an area. This structure is difficult to destroy with conventional weapons and must be dismantled with a wrench.

* Foxhole (New PvP version)
	+ A simple hole dug into the ground to provide infantry with makeshift cover from enemy fire.
	+ Players can easily build this with a shovel

* Observation Bunker (2x Tiers)
	+ A radio bunker that provides intel to friendly units about the surrounding area. Reinforced with wood, it can withstand more punishment than a standard radio tower, and therefor is capable of increased effectiveness.
	+ Requires power
	+ Tier 2 has greater range than Watchtowers
	+ Tier 3 has greater range than Tier 2

* Intelligence Center
	+ A high-tech listening post designed to intercept and decode enemy transmissions. The intelligence center can target distant location and will continue to decipher sensitive transmissions over a sustained period.
	+ With the same prerequisites for construction as a Storm Cannon
	+ Power requirements are exhaustive
	+ Disabled during heavy Rain Storms

* Large Materials building system
	+ Sandbags, Tank Traps, Barbed Wire, and the new Barbed Wire Fence are now built with Large Materials but also offer new benefits
		- Structures can be arbitrarily scaled and curved for more custom coverage
		- Such structures can be built on bridges
	+ Large Materials are procured on Pallets, which are now available for construction at the Construction Yard and are distributed by Flatbed Truck.

* New Power system
	+ Power is now a finite resource that is produced and consumed in Wattage
	+ Engine Rooms produce a certain amount of Wattage while fueled with Diesel
	+ Power will distribute equally to all connected structures within pipe range
	+ Bunker Garrison structures now have lights that extend their targeting range at night

* Tanks can now drive over trenches
	+ Trenches no longer collapse when rammed by a vehicle.
	+ Tankettes, Scout Tanks, and Landing APCs do not drive over trenches.

* Bunker and Trench Reservation
	+ The original builder of a bunker may "reserve" their structure.
	+ Reserved structures can not be upgraded, modified, or attached to except by the original builder or owning squad.
		- The owning squad is determined by what squad the builder was in when the structure was originally constructed.
		- Structure reservation lasts 48 hours and can be refreshed by the original builder or anyone in the owning squad.
	+ Structures that are less than 3 hours old and not concrete may be demolished by the owner or by a member of the owning squad.

* AI visualized line of sight preview for selected structure build ghosts.
	+ The visualized area will be displayed before placing a build site for construction and during structure upgrade.
	+ Visualized area represents the AI's maximum range and accounts for physical obstructions including topography and other structures.
	+ Temporary obstructions such as vehicles, other players, and concealed structures are not accounted for by the visualized area.

* Bunker Infrastructure now provide passive buffs making them useful even after unlocking Base upgrades
	+ Bunk Beds/Lockers/Latrine: Nearby Bunker Bases have a small chance to not consume a Soldier Supply when a player spawns
	+ Wash Station/Kitchen/Pantry: Nearby AT and Howitzer Garrisons fire slightly faster
	+ Workstation/Computer Module: Nearby Storm Cannons and Intelligence Centers require less power to operate
	+ Chalk Board/Radio Station/Strategic Map: Nearby Observation Bunkers can sight targets slightly outside of their detection radius

* Bunker and Trench modification placement is more flexible
	+ Barbed Wire modification can now be build on Trench Connectors.
	+ Trench Sandbags and Barbed Wire can fit onto all sides of a Trench, including the ends of a Trench and beside Trench Bridges

* Bunker modifications can now be added onto Engine Rooms, Bunker Ramps, and Ammo Rooms.
* Bunker Garrison defenses now have full interior spaces where modifications can be built
* Bunkers and Trenches will now visually degrade when damaged like tanks do when they lose armour.
* Engine Room can now be constructed at tier 2
* Tier 1 Trenches and Trench husks can be filled with a shovel.
* Bunker Garrison defenses can only be mounted from inside the bunker.
* Certain Trench Modifications now block other trenches from connecting
* Trench Connectors updated to reduce terrain holes and increase reliability.

## Uniforms

* Players can now equip uniforms, which can change your inventory configuration and provide one or more gameplay benefits
* Uniforms are produced at Factories and delivered to Base stockpiles in Crates

* Uniform types
	+ Colonial Soldier Uniform - *Legionary Fatigues*
		- Kinetic weapon ammunition stacks
		- Kinetic weapons have reduced encumbrance
	+ Warden Soldier Uniform - *Infantry Battledress*
		- Kinetic weapon ammunition stacks
		- Kinetic weapons have reduced encumbrance
	+ Colonial Medic Uniform - *Medic Fatigues*
		- Bandages and Blood Plasma stack
		- First Aid Kits and Trauma Kits have reduced encumbrance
	+ Warden Medic Uniform - *Physician’s Jacket*
		- Bandages and Blood Plasma stack
		- First Aid Kits and Trauma Kits have reduced encumbrance
	+ Colonial Scout Uniform - *Recon Camo*
		- High chance of not being detected by enemy intelligence
	+ Warden Scout Uniform - *Outrider’s Mantle*
		- High chance of not being detected by enemy intelligence
		- Low resistance to Snow Storms
	+ Colonial Engineer Uniform - *Fabri Rucksack*
		- All materials have reduced encumbrance
	+ Warden Engineer Uniform - *Sapper Gear*
		- All materials have reduced encumbrance
	+ Colonial Snow Uniform - *Heavy Topcoat*
		- Kinetic weapon ammunition stacks
		- Low resistance to Snow Storms.
	+ Warden Snow Uniform - *Caoivish Parka*
		- Kinetic weapon ammunition stacks
		- High resistance to Snow Storms
	+ Colonial Tank Uniform - *Tankman’s Coveralls*
		- Gas Mask Filters stack
		- Basic Materials have reduced encumbrance
	+ Warden Tank Uniform - *Padded Boiler Suit*
		- Gas Mask Filters stack
		- Basic Materials have reduced encumbrance
	+ Colonial Rain Uniform - *Legionary’s Oilcoat*
		- Kinetic weapon ammunition stacks
		- High resistance to Rain Storms
	+ Colonial Grenade Uniform - *Grenadier’s Baldric*
		- Grenades stack
		- All Grenades have reduced encumbrance
	+ Warden Heavy Ammo Uniform - *Specialist’s Overcoat*
		- Heavy ammunition has reduced encumbrance

## Tactical Camera

* A brand new camera developed from the ground up, offering many new benefits
* Aiming at the corner of the screen is no longer advantageous (viewing distance is equal in every direction)
* Camera zooms out/pans far enough that most of the view range can be visible by aiming in the corresponding direction
* Give players a much broader view of the battlefield, allowing better tactical decisions to be made based on what's visible around them.
* The Tactical Camera is not available for artillery positions, drivers, and certain vehicle passenger positions.

## Gameplay Changes

* Shipping Container capacity increased by 50% (from 40 to 60 crates), but can now only be unloaded at Storage Depots and Seaports
	+ *NOTE: Small Shipping Containers now exist to perform the functionality of the old Shipping Containers (i.e. they can be unloaded anywhere)*

* The following Regional Seaports will begin, at war start, with starting crates of supplies: Stonecradle, Allod's Bight, Endless Shore, Farranac Coast. They will begin with:
	+ 500 Crates of Rifles
	+ 1000 Crates of 7.62mm
	+ 500 Soldier Supplies
	+ 200 Grenades
	+ 500 Basic Materials
	+ 50 Trucks

* Border bases now prevent rapid decay.
* Ships that linger under bridges will rapidly decay.

## Game Balance

* Garrison House and Town Base High Explosive (artillery) damage mitigation significantly reduced at Tier 1 & Tier 2 (Tier 3 remains the same)
	+ *NOTE: The net result is that artillery destroys T1/T2 of these structures faster*

* 300mm (Storm Cannon) ammo has been added to the Tech Tree
* Garrison Supplies and Bunker Supplies production time has been increased to 4 minutes per crate.
	+ *NOTE: Garrison/Bunker Supplies no longer share a production queue with Soldier Supplies*

* Garrison Supplies and Bunker Supplies crate assembly time has been decreased by -33%.
* Garrison Supplies and Bunker Supplies item assembly time has been increased.
* Garrison Supplies and Bunker Supplies are no longer stackable.
* Soldier Supplies have been moved to the medical category at the Factory.
* Soldier Supplies are no longer stackable.
* Ammunition maximum stack size has been reduced from 100 to 3 for the default Soldier Uniform.
* Mortar Shrapnel Shells and Mortar Flare Shells no longer require Mortars to be unlocked to be manufactured.
* Freighters no longer require technology to be constructed.
* Freighter top speed has been increased.
* 300mm Shells now require technology to be manufactured.
* Players no longer automatically stand up when the shift key is pressed. A movement key must also be received simultaneously before the player will leave their stance
* 20mm no longer has damage falloff past their maximum effective range.

* Bunker MG Garrison improvements:
	+ Range increased 15%.
	+ Damage increased 150%.
	+ Firing arc increased from 40 to 45 degrees.
	+ Rate of fire decreased -33%.

* Bunker AT Garrison improvements:
	+ Rate of fire increased 15%.
	+ Range increased 7%.
	+ Retaliation fire range increased from 40m to 50m.
	+ Damage decreased 15%.

* Garrison Houses, Relic Bases, and Seaport AT improvements:
	+ Damage against vehicles increased 100% to be consistent with other 20mm weapons.
	+ Rate of fire decreased -33%.

* Garrison House and Safe House damage mitigation improvements:
	+ Tier 2: Armour Piercing damage resistance increased from 75% to 85%.
	+ Tier 3: Armour Piercing damage resistance increased from 75% to 93%.

* Cutler Launcher 4 encumbrance decreased 28%.
* Bonesaw Mark 3 encumbrance decreased 26%.
* Cremari Mortar encumbrance decreased 40%.
* Daucus isg.III encumbrance decreased 26%.
* Tripod encumbrance decreased 26%.
* Venom c.II 35 encumbrance decreased 28%.
* Bane 45 encumbrance decreased 6%.
* Mammon 91-b encumbrance increased 20%.
* Anti-Tank Sticky Bomb encumbrance decreased 10%.
* KRR3-792 Auger range increased by 40%.
* Clancy-Raca M4 range increased by 27%.
* 40mm shell encumbrance increased 35%.
* R.P.G shell encumbrance increased 66%.
* A.T.R.P.G. Indirect Shell encumbrance increased 110%.
* All mortar shell encumbrance increased 87%.
* A.T.R.P.G Shell encumbrance increased 110%.

* Devitt Ironhide Mk. IV changes:
	+ Reinforced Materials cost decreased from 160 to 150.
	+ Tank Armour Hit Points increased by 5%.
	+ Minimum penetration chance increased from 27% to 30%.
	+ Hit Points decreased by 13%.

* Tier 3 Engine Rooms structural integrity has been increased by 20%.
* Flatbed Truck and Halftracks increased torque which will increase uphill speed.
* Trench Connector excavation cost increased from 112 to 115.
* Rocket launch codes now take 15 minutes to gather instead of 10.

## Map Changes

* Fisherman's Row: Eidolo Refinery has been relocated somewhere else in town.
* Stonecradle: Bucker Sound Seaport moved to North coast.
* Allod's Bight: Mercy's Wail Seaport moved to South coast.
* Farranac Coast: Victa Seaport moved to Jade Cove.
* Endless Shores: Wellchurch Seaport moved to Saltbrook Channel.
* Bushes that provide soldiers concealment have been added to Northern regions.
* Stonecradle: added names to new peninsula.
* Oarkbreaker and Fisherman's Row opened up the Eastern ocean border to create an unobstructed waterway.
* Godcrofts: extended cliffs to the landmass bordering Morgen's Crossing
* Endless Shore: Relocated Seaport to North shore.
* Farranac Coast: Mara bridge updated. Added default storage depot to Victa.
* Silk Farms: Stone arch removed on the river.

## Other Changes

* Stockpiles have been organized.
	+ Weapons are now consistently located near the ammo type(s) they're associated with.
	+ Hammer has been added to the utility category.

* Options screen now has reset defaults button.
* Keyboard configuration now supports the modifiers Shift, Ctrl, and Alt.
* Pipes are now visible in upgrade mode, not when alt is held down.
* Ctrl key now allows players to view the second floor of Bunkers and other structures
* Build menu has been pruned of options not available for the tool held. For example the Encampment has been removed from the hammer's build menu.
* Shippables and Vehicles assembled while in a crane should start selected for the crane operator
* New support button that initiates an interface for reporting server and other issues
* Text chat SFX has been removed.
* Support button has been added to the main menu and escape menu. Clicking on this button will allow players to quickly report connection issues and code of conduct violations.
* Structural Integrity information is now provided on the bunker upgrade window.

## Bug Fixes

* Tracked vehicles on a barge will have their treads spin for no reason when the barge turns.
* Rapid Decay Zone text missing near neutral Border Bases.
* Safe Houses do not give commend notifications when supplied.
* AT mines fail to deploy frequently.
* Snowy bushes exist in various warm environments such as the Colonial Home Region.
* Map intelligence update notification is not present when interacting with a base or observing the map screen time and date panel.
* 7.92mm Ammo mentions light machine guns.
* Tank commanders can drop items with the hatch open.
* Resource mines mention advanced mining facilities in the help panel.
* In some cases rock collision does not match the asset.
* Players can run while crouched.
* Bunker Corners have a typo on the build menu.
* Trench build sites can be tricked allowing construction on steep terrain.
* Trench bridges can be constructed on T junctions
* Bunker Garrison defense build sites turn neutral after a server restart.
* Upgrading a bunker destroys the doorway.
* Mountain collision has invisible walls.
* Ignifists and other items stack in player inventory.
* Players head poking out of the pillbox.
* Pillbox firing point doesn't match the tracers.
* Mortar benefits from tactical camera.
* Client name tags reduce FPS.
* Foxholes can not be filled.
* Trenches with modifications can not be filled.
* Binoculars view range is set too low.

* Map bugs.
	+ Great March: tree on road in Sitaria.
	+ Callahans Passage: a hole players get stuck in near Solas Gorge
	+ Fisherman's Row: a rock on the border of Oarbreaker Isles with no collision.
	+ Fisherman's Row: The Emplacement House's ladder (mortar house) in The Three Sisters can not be climbed.
	+ Tempest Island: floating wheelbarrow on chicken nugget island.
	+ Drowned Vale: North of The Baths there's a hole players can not escape.
	+ Umbral Wildwood: players can walk underwater near Stray's South bridge.
	+ Farranac Coast: two Storage Depots in Victa.
	+ Howl County: Road terrain does not give a speed buff.
	+ Clanshead Valley: Mountain can be driven inside.

## Source

* Foxhole Website

1. ↑ https://www.foxholegame.com/post/update-46-release-notes