Update 0.49

release date May 29th, 2022.

## New Content

* 86K-c “Ranseur”
	+ Class: Assault Tank
	+ Faction: Colonial
	+ This evolution of the “Bardiche” is fitted quad-mounted RPG launchers paired with a high-velocity 12.7mm cannon. The “Ranseur” indicates progress in Kraunian design as they continue to leverage outdated equipment to create deadly, modern armour.

* Gallagher Highwayman Mk. III
	+ Class: Cruiser Tank
	+ Faction: Warden
	+ Colm Gallagher’s engineers designed a variation of the Outlaw that features an independently rotating MG turret sitting atop the main armament of twin anti-tank cannons. What it lacks in raw firepower compared to its older sibling, the Highwayman more than makes up for it with versatility.

## New Features

* Improved Vehicle Physics.
	+ Rear wheel drive and tracked motorized vehicles will see more realistic behaviour when traversing uneven terrain, trenches, and rubble. Charging a tank over several trenches can be performed in an accurate advance that conforms to the shape of the terrain under your treads.
	+ Abrupt lag spikes at bridges should no longer throw your truck into the ocean.
	+ Fully tracked vehicle controls have an alternative control scheme that can be toggled in the options menu.

* Localisation has returned and remains a work in progress for the following languages.
	+ Chinese
	+ French
	+ German
	+ Portuguese
	+ Russian
	+ If you would like to get involved with the localisation process and help improve the quality of our localisation, please see our post about it here

* Performance improvements for Bunker Bases, Squad GUI, and Weather.

## Balance Changes

* UV-24 "Icarus" range increased to 40m
* T8 "Gemini" range increased to 35m
* T8 "Gemini" inventory/ammo capacity increased from 6 to 12
* Balfour Rampart 40mm deals 25% less damage against structures (damage vs vehicle is unchanged)
* All deployed Tripod weapons have 50% more health
* Field Machine Gun ammo capacity doubled (see bug fixes).
* Clancy-Raca M4
	+ Stability gain rate decreased.
	+ Crate size reduced from 5 to 3.
	+ Can no longer stand and fire without full cover.
	+ Movement speed penalty increased.
	+ High velocity reduced to 35%
	+ Weapon can no longer fire from Barges or APCs.
* KRR3-792 Auger
	+ Stability gain rate decreased.
	+ Refined material cost increased from 15 to 25.
	+ Can no longer stand and fire without full cover.
	+ Movement speed penalty increased.
	+ High velocity reduced to 25%.
	+ Weapon can no longer fire from Barges or APCs.

* Ignifist 30
	+ Time to equip reduced by 20%.

* 68mm Anti-Tank Cannon
	+ Reload time increased by 30%.

* Booker Storm Rifle Model 838
	+ Max range and max effective range increased.
	+ Turning speed increased.
	+ Movement speed penalty decreased.

* "Dusk" ce.III
	+ Turning speed increased.
	+ Movement speed penalty decreased.

* Catara mo.II
	+ Turning speed increased.
	+ Movement speed penalty decreased.

* Aalto Storm Rifle 24
	+ Turning speed increased.
	+ Movement speed penalty decreased.

* Clancy Cinder M3
	+ Stability gain rate decreased.
	+ Maximum range increased.
	+ Fire rate increased.

* KRR2-790 Omen
	+ Stability gain rate decreased.
	+ Maximum range increased.

## Gameplay Changes

* Sandbags, Wall (Tier 1), and Firepit build sites are now destroyed when rammed.
* Keeps' and Outposts' interior are now warm environments.
* Trench and Bunker build sites can now be demolished by the original builder.
* Hammer built build sites can now be demolished by the original builder.
* Demolition can be performed by the original builder without reserving the structure first.
* Bunker Garrison defences will now leave a bunker husk of equivalent tier when destroyed.
* Bunker Ramps no longer reduce the repair cost of bunkers.
* Players can now vault out of craters being filled in with a shovel.
* Packaging and unpackaging can now be cancelled with player movement like assembly can.
* Passive Squad members can now lock and unlock squad claimed vehicles.
* Passive Squad members now contribute to the required number of members to reserve a Storm Cannon, Intelligence Center, or Ammo Room.
* Contested borders can no longer be prevented indefinitely by deliberately ignoring a factions last main spawn point.
* Trench and Bunker husks will slow most vehicles attempting to cross over them.
* Tripods can now be deployed in trench barbed wire.

## Map Changes

* Additional environmental set pieces have been added.

## Other Changes

* Regional chat tab added to the chat window.
* All Light Tank variants have been reduced in size by about 10%.
* S shaped bunkers are no longer eligible for Storm Cannon or Intelligence Center construction.
* Engineering Center information tooltip no longer mentions researching higher research levels.
* Crane hook rotation controls are now communicated to users operating a deployed crane.
* Bunker Ramps can now be built or upgraded by hammering the open space the structure occupies.
* The following Code of Conduct rule has been updated. The new addition has been underlined.
	+ Do not exploit bugs, modify the game client, or use external tools to gain an unfair advantage.
	+ This rule now encompasses things such as input broadcasting tools.
* The Code of Conduct has been added to the website here

## Bug Fixes

* Crash when observing a bunker in a bugged state.
* Regions' war times are not in sync.
* Weapon ammo count desync between server and client causes a ghost round to occupy the magazine.
* Held item state desync between server and client causes the player to hold an invisible weapon.
* Player rotation desync between server and client causes the player to face 90 degrees to their right.
* An audio deadlock prevents the application from closing on exit.
* When a Squad Leader is inviting multiple players to his squad only the first player to accept their invite can join.
* The available squads list is not reset when a war ends.
* The second player manning the emplaced artillery does not die when it is destroyed.
* Field Machine Guns will consume two rounds for every one round fired.
* Player activity logs do not reset at the start of a new war.
* Weapon impact sounds will play twice when impacting objects.
* Some bunker types can not be repaired from outside.
* Concealment is provided to players in trenches when they are adjacent to bushes.
* Garrison House window's tier 2 wood material is applied to all tiers.
* Garrison House window's will force the player to walk after leaving the firing position in some locations.
* Barn Garrison House material will fail to load and show as a glowing yellow during snow storms.
* The Howitzer Garrison can be constructed into an obstructing vehicle.
* Bridge approach support pillars at the start of the guard rail have no collision.
* Cutler Foebreaker has a typo when mounted.
* A player standing up in a trench can stop a tank driving over them.
* Environmental assets fail to render to the player at the edge of the players screen.
* Devitt Mk. III track animation rotates the wrong way.
* Gallagher Outlaw Mk. II drive wheel animation is not a complete loop.
* Gallagher Outlaw Mk. II driver vision port has nothing behind it.
* Engineering Center Wall research options state that walls can be wrenched.
* APC's rear passenger area can not be entered immediately after building the vehicle.
* The smoke effect from disabled vehicles flickers when rotating the camera.
* Neutral Safe Houses at war start may be interacted with a vehicle: allowing access to their stockpile.
* SMGs' aiming lines do not accurately communicate the effective range of the weapon.
* The Keep is not protected from friendly fire damage
* Listening Kits may be buried in trenches.
* Walls built proximal to a road may become invincible.
* Cancelling item assembly after the source container is filled will destroy the item.
* Bunker ramps can be constructed adjacent to Storm Cannon build sites.
* Mounting an Emplacement will launch an obstructing player into the air.
* Trench connectors can be connected to a reserved structure.

## Map Bug Fixes

* Fisherman's Row: A terrain spike is present near the border of Oarbreaker Isles.
* Callahan's Passage: A rock west of Solas Gorge has no collision.
* Deadlands: A fence is floating south of Sun's Hollow.
* Deadlands: A rock has no collision adjacent to the border of Callahan's Passage.
* Deadlands: There is a hole the players can fall into adjacent to the bridge west of Brine Glen.
* Deadlands: The players can get stuck in the rocks south of Brine Glen.
* Drowned Vale: A pile of logs will get the player stuck in The Baths.
* Acrithia: Terrain flickering near the border of Kalokai
* Endless Shore: Floating pottery at Saltbrook Channel Seaport.
* Endless Shore: The players walk under the terrain north of Brackish Point at the map edge.
* Tempest Island: Floating barrels west of Alchimio Estate
* Umbral Wildwood: A tree is floating south of Stray.
* Reaching Trail: A stump is floating north of Fort Mac Conaill.
* Reaching Trail: Dwyerstown emplacement house is blocked by a tree.
* Reaching Trail: Terrain is forming hard edges along the border with The Moors.
* Godcrofts: The rocks north of Skodio have a spot players can get stuck in.
* Westgate: Vine ladder in The Gallows kicks you off at the top.
* Westgate: In Longstone the Refinery and the Factory are overlapping.
* Terminus: Terrain flickering along most of the border with Shackled Chasm.
* Callum's Cape: A chimney adjacent to an eastern Safe House is blocking access to a bicycle.
* Warden Home Region: Colonial emblem is present on some banners.

## Hotfix 0.49.7.1

### Changes

* Improved motorcycle traction.
* Bunkers attached to other bunkers can no longer be demolished when damaged.

### Bug Fixes

* Sleeping characters cause a server crash when run over.
* Trenches adjacent to bunkers can not be filled in.

### Known Issues

* Vehicle physics may look 'wobbly' when playing with framerates higher than 60.
* Only the current tech tree tier can be seen in the engineering center.

## Hotfix 0.49.7.3

### Bug Fixes

* High frame rates can cause vehicles to 'hop' around.
* Vehicle rotation accelerates when adjacent to an object.
* Only the active tech tier is visible at the Engineering Center.
* Trench connectors under roads can have Sandbags or Barbed Wire added to them.

## Hotfix 0.49.7.5

### Bug Fixes

* Surface not suitable check can be circumvented by standing on a Trench Connector.
* Trench Connectors remain attached after the build site they are connected to expire.
* Trench Connectors under roads do not self destruct if built without an exposed neighbour.
* Vehicles can run players over when parked.
* Legacy reverse behaviour does not kick in until at speed.

## Hotfix 0.49.7.6

### Bug Fixes

* Vehicles bounce in regions observing high server load.

## Source

* Foxhole Website

1. ↑ https://www.foxholegame.com/post/update-49-release-notes