Update 0.37

release date Aug 12th, 2020.

* Fixed issue that so that Emplaced Structures are now properly faction locked in all cases
* Fixed issue with incorrect cost being shown in Prototype tooltip
* Fixed typo in Access Stockpile tooltip
* Fixed an issue that made it difficult to target certain structures for Upgrade from a CV
* Fixed an issue where Battle Tank Engineering role can't see the correct amount of ammo
* Fixed an issue where Gun Turrets / AT Garrisons would sometimes not react when fired upon
* Fixed Storm Cannon UI clipping issue
* Fixed a rare case when Research would fail right after a server restart
* Fixed an issue where the map tooltip would sometimes fail to render

### Initial Release

IMPORTANT: The following release notes are preliminary and in draft form. Some features/changes will change or be omitted before final release.

## Vehicles 2.0

The entire vehicle system has been overhauled with new mechanics, physics, and features. Every single vehicle has been adapted to support these new features. While we tried to retain prior attributes for certain variants, for the most part every single vehicle should be considered a new piece of content.

* New Vehicle Physics
	+ More physically accurate driving model that allows for:
		- Realistic handling
		- Drifting
		- Rolling stops
		- Uphill/downhill forces
	+ Visual improvements - Dirt trails, simulated inertia animations, and more
	+ Handbrake control - Spacebar
* Dynamic Fuel system
	+ Any vehicle can now run on either Diesel or Petrol
		- Petrol provides more engine force, allowing vehicles to have a faster top speed
	+ Change Fuel action - Siphons fuel and toggles fuel type
* Tank Armour
	+ Armoured Cars, Half-Tracks, Tanks, and other vehicles now have Tank Armour
	+ Tank Armour can deflect incoming fire
	+ Different ammo types have different chances to penetrate Tank Armour
	+ Tank Armour can be reinforced at Garages (previously Vehicle Factories)
* Vehicle Subsystems
	+ Damage that penetrates Tank Armour can damage one of several subsystems
		- Fuel Tank - Causes fuel to drain at a very fast rate, even when not accelerating
		- Turret - Prevents turret from firing
		- Track - Movement speed is significantly reduced
* Vehicle Tiers
	+ Vehicles can now exist as a Prototype, Normal, Tier 2, or Tier 3 vehicle
	+ Prototype vehicles have reduced durability (more damage is taken)
	+ Tier 2 & 3 vehicles have increased durability (less damage is taken) and unique visuals
* Vehicle Variants
	+ Dozens of new vehicle variants have been added to the game (see below for details)

**Colonial Vehicle Variants**

* R-1 Hauler
	+ A Colonial vehicle used to mobilize troops and supplies.
* R-9 “Speartip” Escort
	+ This standard Truck is fitted with Light Machinegun in place of the passenger seat. It’s well suited as an escort for convoys or lightly armoured operations.
* R-5 “Atlas” Hauler
	+ This standard Truck is fitted with a resource hopper in place of the standard cargo hold. This allows for a much greater capacity for resources at the expense of space for cargo.
* 03MM “Caster”
	+ A motorcycle and sidecar used to patrol large areas. Speed can be boosted at the cost of additional fuel.
* 00MS “Stinger”
	+ The cab of this Motorcycle is fitted with an LMG for fast-response hit and run assaults.
* UV-05a “Argonaut”
	+ This stripped down Light Utility Vehicle provides extra seating for a small crew to engage in hit and run tactics.
* UV-24 “Icarus”
	+ This RPG-mounted Light Utility Vehicle provides a heavy-duty weapons platform with superior speed. Perfectly suited for assaulting enemy structures and vehicles, or supporting an armoured assault.
* AB-11 “Doru”
	+ With its mounted machinegun, the Doru is the perfect addition to any shoreline assault.
* HH-a “Javelin”
	+ Designed for escort missions and to support infantry operations, the HH-a class “Javelin” Half-Track is an armoured, versatile all-terrain vehicle equipped with a mounted machinegun.
* H-8 “Kranesca”
	+ The “Kranesca” Light Tank is fitted with an overpowered engine and a reinforced chassis, capable of boosting its top speed at the expense of overall acceleration and maneuverability.
* AA-2 Battering Ram
	+ The Battering Ram is a mobile Anti-Tank field gun firing 68mm armour-piercing rounds.
* AB-8 “Acheron”
	+ The Acheron is an armoured amphibious vehicle designed for carrying troops across large bodies of water to aid in coordinated beach landings and flanking assaults.
* T3 “Xiphos”
	+ Colonial Armoured Cars are quick, well-rounded urban assault platforms. These anti-infantry vehicles are equipped with twin-barrelled machineguns.
* HH-b “Hoplite”
	+ With reinforced armour at the expense of speed, the Hoplite is a formidable force in the heat of combat.
* T12 “Actaeon” Tankette
	+ This complete overhaul of the T3 Armoured Car is reinforced with tank armour. While these extra defenses lower the T12’s overall speed and handling, the addition of treads provide increased performance in less than ideal terrain.
* H-5 “Hatchet”
	+ A highly maneuverable lightweight tank. Designed for urban environments, the “Hatchet” is fitted with a 40mm cannon.
* Lance-36
	+ A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Lance is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.
* Lance-40 “Halberd”
	+ The “Halberd” Battle Tank is reinforced with sandbags and metallic treads, increasing overall damage resistance.

**Warden Vehicle Variants**

* Dunne Transport
	+ A Warden vehicle used to mobilize troops and supplies.
* Dunne Landrunner 12c
	+ This standard Truck is fitted with rugged off-road treads, allowing for more efficient movement on rough terrain and conditions at the expense of maximum speed.
* Dunne Loadlugger 3c
	+ This standard Truck is fitted with a resource hopper in place of the standard cargo hold. This allows for a much greater capacity for resources at the expense of space for cargo.
* Kivela Power Wheel 80-0
	+ A Warden motorcycle used in patrols and fitted with a sidecar. The Kivela Power Wheel can also gain a momentary speed boost by burning additional fuel.
* Drummond Spitfire 100d
	+ This LMG-mounted Light Utility Vehicle provides a heavy-duty weapons platform with superior speed. Perfectly suited for supporting flanking infantry or an armoured assault.
* O’Brien v.121 Highlander
	+ Fitted with all-terrain treads, the Highlander brings significant all-terrain mobility and performs especially well in snowy and mountainous environments.
* Niska Mk.2 Blinder
	+ Fitted with a heavy-duty anti-tank gun, the Blinder is capable of punching through all but the most tempered of alloys.
* Flood Juggernaut Mk. VII
	+ The Juggernaut is an even more armoured Flood variant with extra armour plating and reinforced treads. While it may be slow moving, this beast is quite capable in extreme weather conditions due to its shovel-like treads.
* Collins Cannon 68mm
	+ The Collins Cannon is a mobile Anti-Tank field gun firing 68mm armour-piercing rounds.
* Drummond 100a
	+ A multipurpose off-road Warden vehicle that can scout nearby targets.
* Mulloy LPC
	+ The Mulloy Landing Personnel Carrier is an armoured amphibious vehicle designed for carrying troops across large bodies of water to aid in coordinated beach landings and flanking assaults.
* Niska Mk.1 Gun Motor Carriage
	+ Designed for escort missions and to support infantry operations, the Niska Gun Motor Carriage Half-Track is an armoured, versatile all-terrain vehicle equipped with a mounted machinegun.
* Devitt - Mk. III
	+ A highly maneuverable lightweight tank. Designed for urban environments, the Devitt is fitted with a 40mm cannon.
* Devitt Ironhide Mk. IV
	+ The Ironhide Light Tank is similar to the Mk.III but reinforced with plates of heavy steel at the expense of speed and maneuverability.
* Flood Mk.I
	+ A heavy-duty Battle Tank with thick armour plating and destructive firepower. The Flood is fitted with a 75mm turret and a front-facing 12.7mm anti-infantry machine gun. The heavy armour limits top speed, but in exchange it can take a lot of punishment.
* Flood Ascension Mk. V
	+ The Ascension Mk.V Flood variant is fitted with a larger barrel and designed for long-range engagements.
* 74c-2 Ronan Meteora Gunship
	+ The Meteora Gunship replaces the machinegun with another identical 55mm artillery cannon on the bow.

## New Tank Classes

* Silverhand - Mk. IV (Assault Class)
	+ The Silverhand assault tank is fitted with destructive dual-barrel armaments, and heavy frontal and rear armour. Its 68mm frontal cannon is paired with a lighter 40mm turret.
* HC-7 "Ballista" (Siege Class)
	+ The HC-Class “Ballista” is a heavy tank designed to obliterate opposition defenses with its 250mm Hades Mortar Cannon.

## Logistics

* Seaport
	+ A Storage Depot accessible from water and land
	+ Stores water vehicles and water vehicle crates
	+ Includes 2 cranes and Loading Areas
	+ Includes built in AI windows
* Reserve Stockpiles
	+ Squad Storage successor that doesn't require Squads
	+ Players can manage Reserve Stockpiles via access codes
	+ Flexible management features such as visibility permissions and transfers
* New Resource Mining Experience
	+ Mining now has improved animations and sounds
	+ Resource nodes are now broken up into stages for improved gathering pace
	+ High Yield resources
		- Special resource nodes have a rare chance to spawn
		- These provides a much higher amount of resources for the same mining effort
	+ Resource Notifications are now shown, indicating the number of resources gathered
* Other logistics features
	+ Shippable Structure Crates Production
		- Shippable Structures can now be produced at the Mass Production Factory
		- Shippable Structure Crates can be stored at Storage Depots/Seaport
	+ Mass Production Factory can now produce water vehicles
	+ Barges can now hold packaged Shippables
	+ Most water vehicles can now open Drawbridges directly from the water

## Reactive Technology System

* Overview
	+ A full replacement of old Tech Tree system that is non-linear and player driven
	+ Players build prototypes to determine which technology get researched for a war
	+ Players can attempt to prototype later stage technology at the cost of failure
* There are two new Tech Trees
	+ Vehicle
	+ Weapons/Structures
* Each Tech Tree is broken up into Research Levels, each containing one or more technologies
* Players can contribute to the research of a technology by building a Prototype
	+ Players can contribute to higher Research Levels with a chance to fail
* Prototypes are built using Iron (Vehicles) and Aluminum (Weapons)
	+ These new resources are randomly spawned at Salvage fields
	+ These must be refined into Iron/Aluminum Alloy before they can be used for prototypes
* When technology is fully researched, the Tech Tree progresses to the next Research Level
* After all base Research Levels are complete, the Tech Tree advances to the next Tier
	+ Higher Tier Research Levels enable new Tier 2 & Tier 3 vehicles to be produced
* The layout of each faction's Technology Tree will be rotated every war

## Emplacements

* Emplaced Structures Class
	+ Shippable Structures that can be deployed on the ground or in Emplacement Trenches
* Emplacement Trench
	+ A special octagon shaped trench that can hold special Emplaced Structures
* 14.5mm Anti Infantry Flak Gun
	+ An anti-aircraft flak cannon repurposed as a defensive emplacement against infantry.
* Emplaced AT Gun
	+ A defensive emplacement against heavily armoured vehicles.

## New Ammo Types

* 68mm AT
	+ An anti-tank shell that's effective against penetrating tank armour.
* 250mm
	+ A shell that is launched over short distances by a spigot mortar.

## World Updates

* Coastal Gun
	+ New world fortification located at every major coastal town
	+ Defends Seaports from water invasions
* Entire world map has been updated, with many new land extensions, water extensions, and other layout changes
* Tiered road system
	+ There are 3 tiers of road now: Mud, Dirt, and Asphalt
	+ Vehicles can go faster on higher road tiers
	+ Mesh based roads with improved visuals and clarity on the world map
* Industrial Districts
	+ A new set of structures have been added to certain towns
		- 2x new Garrison Houses
		- 1x new Safe House
		- 3x envrionment structures
* Fog effect intensity has been reduced in some areas for improved visibility

## Base Upgrades

* All base types now have Upgrades, which enable functionality for the base and/or nearby structures
* Upgrades are progressed by player activity, such as player spawn points, building, and supplying
* Upgrades can be prioritized by clicking on one in the UI
* This replaces both Facilities and Infrastructure features from the past

## Gameplay Changes/Game Balance

* Trenches can no longer be built over roads
* Trench Connectors can now be built underneath roads to connect networks on both sides
* Special Tank Ammo types have been tentatively removed
* Full Repair
	+ Vehicles can now be repaired at Garages for 100 Basic Materials
* Players will now withdraw weapons when too close to obstacles (fixes clipping issues)
* Vehicle Factories, Garages, and Shipyards are now team claimable structures
* Gun Nests & Pillboxes are no longer available to build
* Split functionality is no longer available on Harvesters
* Stockpile Decimation has increased by a further 25%
* Rockets temporarily removed for Update 37 (they will return in the future)
* Starter fuel quantity decreased slightly
* 14.5mm Basic Material cost decreased from 200 to 100
* Bunker Bases no longer require Tech and can always be built
* Sticky Bomb throw speed has been increased (distance remains the same)
* Scrap fields replenish rate will scale with total player population

## Other Changes

* Many ammo types have been renamed to their respective calibres
* Update character animations
	+ Field Artillery character movements
	+ Static Artillery character movements
	+ Rifle prone animations
	+ MachineGun crouched equip/unequip animation
	+ Crouched fall animations
* Added Support button to the main menu

## Bug Fixes

* Vehicles can sometimes fall off Barges after border travel
* Bunker Base is labeled "Encampment" on Respawn Screen
* When a vehicle is on an incline, changing the driver can cause vehicles to vibrate for certain players' perspectives
* Vehicle Factory description still references production parts
* Players can plant Satchel Charges while vaulting on a Motorboat / LAPC
* Map Bugs
	+ Deadlands: Some bushes in are scaled up, but do not conceal players
	+ Godcrofts: Shipyard near Axehead has gap in footramp
	+ The Drowned Vale: Stone wall sticks out into the water
	+ Endless Shore: Bridge is not appropriate height south of Wellchurch
	+ Endless Shore: Floating tree near Iron Junction
	+ Westgate: Rock blocking the dock near Longstone
	+ Farranac Coast: Buoy prop clipping Through Port

## Source

Foxhole Official Website.

1. ↑ http://www.foxholegame.com/post/37-release-notes