Update 0.17

Release date: September 26, 2018

	+ Technology that can be used to research new weapons, equipment, and structures
	+ Refined from Tech Parts
* Factory:
	+ Visuals & UI has been redesigned
	+ Now requires Facilities to produce each type of item
* Refinery (New):
	+ Visuals & UI has been redesigned
	+ Now requires Facilities to refine each resource type
* Fisherman's Row V2:
	+ Map has been expanded and redesigned to be part of Conquest and to support a larger number of players
* FCL3
	+ This is an experimental map used for Foxhole Competition League events

### Gameplay Features and Changes

* Facilities
	+ Facilities are upgrade modules that add new functionality to World Structures
	+ Base Facilities:
		- Small Garrison - Prevents structure decay on surrounding structures when Garrison Supplies exist in the stockpile
		- Large Garrison - Reduces the cost of Garrison Supplies for preventing structure decay
	+ Factory Facilities:
		- Small Arms - Enables the production of small arms weapons
		- Special - Enables the production of heavy and special weapons
		- Utility - Enables the production of tools and equipment
		- Medical - Enables the production of medical items
		- Supplies - Enables the production of supply items
		- Basic Materials - Enables refining Scrap into Basic Materials
		- Refined Materials - Enables refining Components into Refined Materials
		- Explosive Materials - Enables refining Sulfur into Explosive Materials
* Base mechanics changes
	+ Garrison Size no longer exists
	+ AI radius is fixed to 80m for Forward Bases and 150m for Town Bases
	+ Small/Large Garrison Facility is now required to upgrade bases to T2/T3
* Forward Bases now leave behind a destroyed "husk", which retains built Facilities and can be claimed by the enemy faction
* All Town Bases can be upgraded to T3, regardless of whether or not they are at a Victory town
* Tech Part changes
	+ Tech Parts can no longer be submitted to the Tech Center directly
	+ Tech Parts are now refined into Research Parts (Tech Tree) and Upgrade Parts (Facilities)
	+ Bad luck protection - Chance for Tech Part drop is now guaranteed over a certain period of time
* Pistols & Revolvers have a much shorter time to stability when aim is invoked
* Foliage Visibility mechanics changes
	+ Players are now only hidden when they are standing still inside foliage
* Previous Medical Lab structures have been converted into Garrisoned buildings
* Decay timer resets incrementally with each repair strike, rather than all at once when a structure is fully repaired

### Game Balance

* Campsite is no longer available
* Tunnel Networks are no longer available
	+ Bases now have a fixed large AI radius now, rendering Tunnel Networks obsolete
* Outposts are now available in Skirmish mode
* AT Rifle damage increased by 50%
* Port Bases start with 500 Upgrade Parts in their stockpiles
* Upgrade Parts have been added to Supply Drops
	+ Obtaining these during skirmish will be vital in getting a head start in Conquest
* Port Base layouts have been redesigned
* Forward Bases without Garrison Facilities / Supplies now decay at a very slow rate
* Storage Box item capacity reduced from 18 to 15 slots
* All Base structure item capacities increased from 12 to 15 slots
* Refinery cost is changed from Scrap to Basic Materials
* Refinery now requires a CV to build
* Tech Parts
	+ Tech Parts now retrieve from stockpiles at a faster rate
	+ Tech Parts are no longer stackable
	+ Tech Part drop rate increased by ~30%
	+ Tech Part drop rate increased by an additional 50% in Skirmish mode
* Tech Tree changes
	+ Scrap Mine and Sulfur Mine moved to an earlier location in the Tech Tree
	+ Scrap Mine Research Part requirement decreased from 800 to 400
	+ Sulfur Mine Research Part requirement decreased from 800 to 400
	+ Metal Wall Research Part requirement increased from 250 to 400
	+ Howitzer Research Part requirement increased from 200 to 300
	+ Smoke Grenade Research Part requirement increased from 200 to 300

### UI Revamp

* The user interface has been revamped across the board for improved efficiency, usability, and immersion
	+ The visuals may take some time to get used to, so please be patient!
	+ Let us know if there is a particular workflow that is slower/more painful than before
* Key improvements
	+ Item Categories - Tabs to organize item categories on Production and Stockpile screens
	+ Faster Item Retrieval - The stockpile screen no longer closes when retrieving items
	+ Factory Screen - One screen displays all production information so all orders and queues can be managed in one place.
	+ Items can now be individually removed from an order before submission without the need to cancel the entire order first.
	+ Structure Build Screen - Build menu is now located on the bottom of the screen, leaving more space on screen for placement planning
	+ HUD - HUD elements have been pushed to the corners of the screen, increasing the viewable area for gameplay

### Map Changes

* Almost every town now has a Factory, Refinery, and Storage Facility
* Trench asset has been updated
* Port Bases have been redesigned for consistency and game balance

### Other Changes

* Friends List
	+ Players can now mark players as a friend from any player context menu (ALT-click OR operations list)
* Alert is now shown when you spawn into a region where your spawn point was destroyed
* Improved robustness of initial server connection code, which reduces the chances of "No Home Regions Found" error
* Create operation button is now hidden when the player is already in an operation
* Vehicles moving at slow speed can no longer be blocked by enemies

### Bug Fixes

* Player jittering making it nearly impossible to land a bullet on said player
* RPGs being lobbed over long distances using tall environment meshes
* When the last friendly town in Mooring County gets destroyed, players spawn in darkness
* Water travel to Weathered Expanse causes multiple vehicles to become stuck
* Drawbridge build sites don't properly collapse into a Destroyed Drawbridge after a server reboot (resulting in the bridge vanishing completely)
* Facing west will cause you to instantly lose accuracy
* Player can not edit profile; Sees error 'Could not retrieve profile'
* Fixed critical server bug that causes entire regions to be inaccessible during poor network conditions
* Stockpile items lost sometimes after a region server reboot
* Gate state (open / close) isn't properly restored after a region server reboot
* Welcome to Foxhole! message sends after traveling between regions every time
* Players able to easily shoot other players that are prone behind sandbags
* Gates can be built in places where they intersect with the landscape, prevents them from being closed
* If you enter a boat while your character is drowning, you can no longer swim until you die
* RPG can't fire over sandbags, hits AT mines on the road instead of flying over
* You cause friendly fire if you throw explosives at friendly backpacks on the ground
* You are not able to fire an RPG above sandbags while crouching
* Travelling from Endless to Umbral sometimes positions vehicles incorrectly (ie; facing east instead of south)
* Voice chat is not muted despite Foxhole being put into the background
* After border traveling it is possible that your chat channel is set to nothing
* Looking through binoculars and closing tank hatch causes crosshair to aim strangely
* Players can fire out of Fortress Bunkers without facing proper direction
* Metal bridges over trenches cause slow driving speed
* Jumping off waterfall in Umbral Wildwood Q8K8 results in you can swimming in the air
* Setting spawn at a Regional HQ and rejoining this region (from Home Island) consumes 1 Soldier Supply Works with every regional HQ
* Local voice chat is now muted on the death screen
* Map bugs
	+ Players spawn in the water or other unplayable areas after a Home Region or Skirmish Lobby rollover
	+ Central road and road just outside of Colonial Portbase Oarbreaker acts as if it's off road
	+ Traveling from Deadlands to Farranac on land can place player in water
	+ Vehicle Factory at Luch's Workshop in Mooring County buried in snow
	+ Townhall in Oarbreakers, the Report, is raised above the ground
	+ The Reaching Trail; Ice Ranch tag far removed from Townhall
	+ Road outside Camp Posterus causes vehicles to slow
	+ Barges are teleporting onto land in Westgate when travelling south from Farranac Coast
	+ Very top right of the Umbral map (around T1) will show player at 0x0 on the map
	+ Floating wall in Umbral Wildwood N7k5
	+ Smoke effect above ground at L11k1 Umbral
	+ Road in Southwest Deadlands / Southeast Farranac don't match up when traveling, goes from road to offroad
	+ Random snow texture at C19 Umbral Wildwood
	+ Snow footprints / vehicle tracks appear in mud/stone landscapes in Deadlands - D10K4
	+ Weathered Expanse P13, most of the beach are cliffs, can't land troopship, drive APC up
	+ If player goes to the northern, or southern border of Great March, the player location icon will be placed at A1k7
	+ Road on map near Morrighan's Grave doesn't exist in world