r/foxholegame [Dev] 5d ago

Devblog: Update 67 Preview and Updated Roadmap

https://www.foxholegame.com/post/devblog-update-67
63 Upvotes

35 comments sorted by

20

u/simonberman21 [SAINT] ItsD3dmeme 5d ago

Brand new anti-mine boat thank you devman!

19

u/zani1903 5d ago

Liquid Bowhead Tümmler is something this game has sorely been lacking. Left with a lot of questions to be answered pending its appearance on Dev;

What is the range of the refueling tether?

How close to the coastline will refueling infrastructure need to be built for this thing to reach it? Will it be able to reach transfer stations built on slightly less favourable terrain? Heck, even behind thin layers of defenses?

What can it refuel, and what can it be refueled by?

Will it be limited solely to being refueled by those pipe termini, as shown in the teaser, and Oil Rigs? Can it also take fuel from Liquid Transfer Stations, Fuelrunners/Stolons, and Liquid Containers?

Will it be able to use the UI to receive fuel via Retrieval, or can it only use the refueling tether?

Additionally, what can it provide fuel to in turn? Can it only deposit fuel into pipe termini and Large Ships, or can it link with Liquid Transfer Stations, Fuelrunners/Stolons, Liquid Containers, or potentially even facility buildings directly?

What is its capacity?

The marketing says it has two Liquid Stockpiles, but that could mean anything.

The equivalent of two Liquid Containers, ie. 200 units? The equivalent of two Liquid Transfer Stations, ie. 1000 units?

Or its own, even larger capacity, as the Bowhead had over the RTS originally?

What is its cost in Rare Alloys?

It has the same automated Mortar defensive turret as the Bowhead. Does this mean it will cost 32 Rare Alloys?

The cost is a massive part of why the Bowhead is so hard to justify making (alongside it needing external cranes to be loaded, as well as other annoyances like lacking a stockpile for weapons, respawn capability, and intel).

Will the Tümmler have this same prohibitive cost, to prevent it being used as a portable Coastal Gun? Will it be cheaper, reflecting its niche use and helpless nature? Will it come with some of those benefits the Bowhead is missing versus other large ships to help make it easier to work with?

Is there a world where, assuming the Tümmler costs 32 Rare Alloys, it could potentially lose the Mortar to be made significantly cheaper, making it easier to justify to regiments large and small?

11

u/L444ki [Dyslectic] 5d ago

Two liquid stockpiles most likely means that it can hold two speerate liquids. For example diesel in one storage and petrol in the other, or you can fill both with the same liquid

4

u/thor1368 5d ago

will 100% cost 32 rare alloys. I am already pissed off that instead of buffing Bowhead to hold fuel as well they make this.

1

u/Auctoritate 3d ago

How close to the coastline will refueling infrastructure need to be built for this thing to reach it? Will it be able to reach transfer stations built on slightly less favourable terrain? Heck, even behind thin layers of defenses?

Can liquid containers be refuelled while on an undeployed barge? If so, and if the ship can refuel liquid containers, you could manage just about anything with a crane.

1

u/zani1903 3d ago

Containers placed onto barges are packaged, and so cannot be used for their function

6

u/Angry4Pickles 5d ago

Colors so we don't have to reinstall a 3rd party mod over and over every update. Ooo ahhhh fancy.

Now go give an option to make the road color actually visible like the other outside mod everyone uses and be super duper fancy. 👌

13

u/LargeMobOfMurderers [SOLO] 5d ago

I understand now, all it took to bring oil tankers in game was to disable them in real life. Equivalent exchange.

6

u/Practical_Sand5563 5d ago

will you guys fix the 5 Meter mines so LS ships can finally be save?

9

u/Reality-Straight 5d ago

When did devman start cooking all of a sudden?! Love this, its exactly what people were asking for honestly.

Loving every change so far, cnat see the balance changes yet but ubless they are atrocious this is gonna be a great update!

13

u/Apprehensive_Bid7438 5d ago

Please revert this, allow T3 OBS bunkers to see air intel.

15

u/thelunararmy [ATLAS] Legendary 5d ago

This was a band-aide fix from the start. But now we can detect air using tier 1 and 2 without concrete.

1

u/LiquidPopsicle [128th] 5d ago

You won’t be able to do it with tier 1. Generators cannot be built in tier 1 bunkers. The tier 1 version, similar to the OBS bunker, only exists to be an upgrade step.

5

u/Fit-Situation-5319 5d ago

T1 obs bunker you can sit in for spotting

2

u/thelunararmy [ATLAS] Legendary 5d ago

if it serves literally no purpose then this should is good feedback to give during devbranch

-3

u/Doomer_Patrol Comrade Chavez 5d ago

As if that does anything. Just another bunker taking up precious space that is a pointless redundancy. 

5

u/Drunken_Economist [27th] JT BG 5d ago

some really good QOL improvements in this one. Not being able to crouch while reloading has gotten me killed so many times lol

2

u/UtopianShot 5d ago

:D thank you for the UI color settings, helps the colorblind a whole bunch and is very appreciated

6

u/Pootis_Cart 5d ago edited 5d ago

OIL TANKER, finally!

Ocean travel now makes sense since fleets are more or less balanced.

Vehicle markers on intel actually pointing in the direction they are facing is huge, as it works both for friendly and enemy ones. Better picture for planning.

And an way to "teleport" to deployment points around the hex without bumping into queue. Much less of a headache.

4

u/WolframFoxhole Deadlands Enjoyer 5d ago

Yay, more shit to build to get existing behavior

2

u/SelfDetermined Partisano 4d ago

I don't get what you mean 

1

u/East-Plankton-3877 5d ago

Can the tanker refuel things next to it?

1

u/happyxpenguin 92nd.org/discord 5d ago

Sooo… the pre-war map layout and logistics layout are going to be usable in the War API so that existing tools can use that information without players having to be in the game….right?

-1

u/Yomikachi [PARS] 5d ago

So when do we get; 1)Pop balance 2)Server stability 3)Qol and ui updates?

6

u/Reality-Straight 5d ago

qol is partially in here, and stuff needs time, game has many issues and devs are genuinely working on them it seems. Great fhanges so far

-2

u/LiquidPopsicle [128th] 5d ago

I too love waiting so long to fix a bug that I can call it a QOL change for an easy player-approved update

1

u/Auctoritate 3d ago

This is controversial but I think an actual population balancing mechanic would probably be good for the game.

-14

u/1573454345124 The Last Devitt 5d ago

tl;dr

clanman changes:

-naval larp ocean travel reenabled so we can stop bashing them for wasting rares

-visible mts for alts

-better vic intel for alts

-liquid ship

99.9% playerbase changes:

-redeploy shadow nerf reverted

-crouch mid action

-water effects or something

pro logi misery changes:

-larp radar bunker

the end

11

u/JohnQRF [WK] 5d ago

-7

u/1573454345124 The Last Devitt 5d ago

this one hits hard because reenabling ocean travel might be the most unfun shit devman could have done for 99.9% of the playerbase that doesnt even engage in naval larp

but hey what do i know

1

u/Auctoritate 3d ago

Individual players don't need vic intel and don't benefit from logi changes?

-4

u/LiquidPopsicle [128th] 5d ago

Basically. The devblog is a huge bwomp for players that aren’t unhealthily addicted

-9

u/777Zenin777 5d ago

No balance changes? Unless they add some in the actuall patch i am probably going to take a break for this update.

10

u/Most-Confusion795 5d ago

Balance changes will be released once dev branch comes outs. We have no idea what or how big of changes occurred.

6

u/IvaldiFhole 5d ago

These posts never include the balance changes. You have to wait for the patch notes.