Update 0.34

* Civic Center was showing as 50 Upgrade Parts required when it should be 10
* Shipping Containers would sometimes show the incorrect number of Squad Storable Crates

## New Content

* New Modular Structure: Bunker Base
	+ A  Forward Operating Base that's built directly into a Bunker network
	+ Provides Infrastructure for nearby connected Bunker and Trench segments
* New Modular Structure: Bunker Ramp
	+ A ramp that enables access to underground Bunkers
* New Bunker Modifications: Infrastructure Modifications (See Infrastructure System for details)
	+ Infrastructure Mods are used to decorate and "tech up" your Bunker Bases
	+ Infrastructure Mods can be removed only by the builder of the attached Bunker
	+ Garrison Infrastructure Mods
		- Bunks
		- Lockers
		- Dish Wash Station
		- Latrine
		- Kitchen
		- Pantry
	+ Command Infrastructure Mods
		- Workstation
		- Computer Module
		- Radio Station
		- Chalk Board
		- Strategic Map
* New Structure: Buildable Sign Post
	+ Allows players to leave messages behind in the world
	+ Sign Posts can be up/down voted, which will increase/decrease their lifespans
	+ The distance at which sign post messages appear is configurable in the Options menu

## New Features

* Infrastructure System
	+ Bunker Bases have their own mini "tech" progression called Infrastructure that determines what Mods are available for nearby connected Bunker segments
	+ There are two types of Infrastructure progressions, Garrison and Command
		- Infrastructure progresses at a rate that scales up with the number of nearby, connected Infrastructure Mods (at a diminishing rate)
		- E.g. Building Bunks and Lockers will speed up Garrison Infrastructure progression
	+ Bunker Upgrades that are unlocked by Infrastructure are shown on Base map tooltips
	+ Bunker Upgrades that require Infrastructure no longer depend on the Tech Tree
* Region Zone Tooltips
	+ Hovering over a region in the world map now shows information about that region
	+ Facility Efficiency details are shown
* Revamped Lore System
	+ New user interface for displaying Lore that supports better formatting
	+ Lore can now include sound and/or additional visuals
	+ Lore content has been refreshed in many cases

## Experimental Features

* Squad Storage
	+ Enables Squads to securely store Crates/Vehicles at Storage Depots
	+ Capacity limited to 50 Crates / 3 Vehicles per Squad Member per Storage Depot
	+ Squad Storage contents are transferred back to the public stockpile after ~50h
	+ Submitting additional contents to Squad Storage at any time will extend storage time
	+ Only Crates/Vehicles marked as Squad Storable can be submitted to Squad Storage
		- Newly produced Crates from Personal/Squad Factory orders are Squad Storable
		- Newly built Vehicle are Squad Storable
		- Crates/Vehicles submitted to a public stockpile are no longer Squad Storable
	+ Squad stockpiles are shown in the map tooltip separate from the public stockpile
	+ Squad stockpiles can be released to the public stockpile with an action button

## Gameplay Changes

* Bunker Garrisons (AI) no longer require power from Engine Rooms to activate
* Facility Efficiency Changes
	+ Facility Efficiency replenishment points occur 33% more frequently than before
	+ Facility Efficiency replenishment points now occur at random instead of fixed times
* Changes to support Squad Storage feature
	+ Refinery orders can now be right clicked to access a context menu with the following:
		- Retrieve as Crates - Retrieves all the resources as Crates
		- Retrieve as Stacks - Performs the old RMB functionality of retrieving all
	+ Material Crates can now be unpacked into item stacks at the Storage Depot
* Refinery output is limited to a maximum of 10k Basic Materials or 5k for other Materials
* Bunker Firing Ports can now be built facing an attached Trench

## Map Updates

* Heartlands
	+ Bulwark (wall across Heartlands) has been completely redesigned
		- Complete visual overhaul
		- Players can now take up defensive positions along the wall

## Game Balance

* Storage Depots Crate limit increased from 100 to 1000 per Item type
* Storage Depot Vehicle limit increased from 10 to 100 per Vehicle type
* Civic Centers Upgrade Part requirement reduced from 50 to 10

## Other Changes

* Character Animations
	+ Characters will now play idle animations on rare occasion
	+ Various character animations have been updated/fixed
* Visual and Sound FX
	+ Updated structure destruction FX
	+ Updated Howitzer firing SFX
	+ Updated Pistol and Rifle SFX
	+ Updated Storm Rifle SFX
* Tier 2 Bunker visuals updated
* New SFX/VFX are played when building a modification
* Garrison Supply information on the Base screen has been moved to a new widget at the top
* When attempting to transfer items from a Squad claimed vehicle, the Squad's name is now shown
* Structure Build menu is now taller, no longer requiring vertical scrolling to see every structure

## Bug Fixes

* Driving over a Trench with a Landing APC can sometimes kill the passengers
* Equipping certain items take longer than they should
* Landscape holes are sometimes not removed during a rollover to Resistance/ Conquest
* Mines on roads do not always appear to vehicles
* Engine Rooms/Bunker Garrisons can't be placed too close to one another, even if separated by a Trench Connector
* Trench Connector husks consume Garrison Supplies when they shouldn't
* Foxholes firing at players can cause suppression through obstacles like walls
* Visual damage states are not showing when a structure first enters visual range
* When aiming inside a Bunker with your back against a wall and shooting out through a door, the aim line can get stuck on the wall
* Tutorial 'Build' sign directs the player to build on an unbuildable surface
* Relic Bases and Garrison houses no longer fire at Moderators with Moderator tags on
* Containers on a Bridge float in the air after the bridge is destroyed
* Map Bugs:
	+ Great March: Structures can't be built in certain areas near the river on the west side
	+ Deadlands: Bridge to abandoned ward is slightly raised so Motorcycles cannot cross
	+ Farranac Coast, Jade Cove: AT turrets can be built floating over water in some areas
	+ Oarbreaker: Forward Bases can't be built south of Skelter Course
	+ Marban Hollow: There is a small landscape hole near the river in the north
	+ Drowned Vale: wooden bridge causing vehicles to get stuck
	+ Tempest Island: Rock inside the shipyard at The Iris

## Source

Foxhole Official Website.

1. ↑ http://www.foxholegame.com/post/update-34-release-notes