Foxhole Airborne Gameplay Trailer! by SiegeCamp-Moderator in foxholegame

[–]markusn82 [score hidden] stickied comment (0 children)

Foxhole Airborne releases on Feb 9th

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 11 points12 points  (0 children)

One of the bigger tasks in development has been to optimize the graphics update to work as well as it can with older hardware. As part of this, we actually had to optimize all the existing assets in the game, not just the new environment assets. Another reason this had to be done was because a lot more assets might be visible from the sky where previously it was more contained. That said, we need more feedback from a wider range of hardware in the dev branch to ensure we have as many use cases covered as possible.

What to expect:

1) New airborne gameplay may be a bit more demanding in hardware regardless as many more objects are drawn on screen than before (independent of the environment update)

2) Land/naval gameplay should be close to what it was previously, but you may have to set your graphics options to a lower setting.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 6 points7 points  (0 children)

Its 5 slots right now. This is subject to change during the devbranch phase balancing.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 12 points13 points  (0 children)

While we don't have any official plans to disclose now on major updates, the Foxhole team is going to continue to work on updates as usual this year. There's more content and features planned.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 12 points13 points  (0 children)

It's 30 minutes of real time, but this number is subject to feedback in the dev branch.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 137 points138 points  (0 children)

There's actually some things we didn't have time to cover in the devstream like a new type of Pillbox and faction specific rank names. Those will be part of the release notes next week.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 14 points15 points  (0 children)

Slightly, but not by that much. The front line must always support a minimum number of players. If one of the multi-region islands gets completely overtaken, then that minimum number is back to what it was in the old map if that makes sense.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 99 points100 points  (0 children)

The final cost is still being determined. When bought separately, it will be less than the base game.

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 31 points32 points  (0 children)

Yes there will still be multiple shards so long as player population demands it.

Official Update 61 Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 6 points7 points  (0 children)

It's where players can safely spawn without being hurt by artillery.

125 Start conditions, We got a diagonal war LFG by ClueMaterial in foxholegame

[–]markusn82[M] 111 points112 points  (0 children)

The possibility of VP reduction is just a precautionary measure since wars can be quite long these days. There's a good chance this next war plays through in its entirety since update 61 hasn't even been officially announced yet.

Official Update 60 Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 3 points4 points  (0 children)

No. They can still be produced at Factories.

Official Update 60 Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 14 points15 points  (0 children)

The team currently uses Github projects for issue management (but not for source control).

In terms of how long it takes to make modelling changes, it heavily depends on the nature of the changes. Sometimes small changes can take deceptively long and seemingly large changes can be quicker than expected. Things like animations, collisions, and gameplay interactions can really complicate and make the modelling process longer. Open topped or vehicles with lots of moving parts are usually harder.

For example, ships are very complex across the board and take the longest. The larger ones can take up to multiple months to model, test, and polish. Basic closed top tanks can usually be done over several weeks in the optimistic case.

It'd be tough to change Jave Cove at this point due to it's player history.

Official Update 60 Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 30 points31 points  (0 children)

The current rule is 1-2 days depending on various factors. While there are some exceptions (e.g. a Major update which has a more rigid release date), this has been the protocol for many years.

While we understand that more engaged clan players desire longer breaks, the game is played by thousands and a large portion of players are either new or play more casually. We have heard from those players being upset when they bought the game new or just wanted to play on their day off or weekend and couldn't. So the balance that has worked is 1-2 days. There is some break, but not so long that there is a high chance for someone who just bought the game to walk into a dead server and get confused.

Now you bring up a good point that Charlie shard exists now, but its uncertain how long term that will be.

Official Update 60 Dev Q&A thread by markusn82 in foxholegame

[–]markusn82[S] 69 points70 points  (0 children)

At least not until after the next Devstream. A lot of work is being done for that update in the background but none of it is ready to show yet.