Foxhole

Foxhole

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Deleted content Foxhole
By Tefanforfance
In this guide, I have compiled all the cut or otherwise modified content from the game. If you know of something else that isn't included in the guide, you can mention it in the comments with links, and the author will review the information and make updates.

Some of the content listed below may still be present in the game in some form. This means that the content has been significantly reworked due to numerous updates. Some of it might reappear in the game. Sometimes developers cut content and later reintroduce it, presenting it as new.

This guide is purely for informational purposes. The information provided below will not assist you in the game in any way.
   
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Relic war
Essentially, it was a resistance phase, but with the ability to create stashes with resources for the next war.

Players could create stashes and store certain resources in them, which they could use at the start of the next war.
Skirmish
Initially, this game mode replaced the current resistance phase. Both factions played on a single map with unlocked technologies while awaiting the next war. Within the mode, players could earn additional gear for the start of the next war.

Later, the mode was removed, and its unique maps were added to the general map pool and integrated into the global map.
Company
Campaign Mode - This mode existed in the game long before the introduction of the global map, with sessions played on individual maps. The principle was similar to what it is now, but confined to a single map. After a game ended (with the condition for ending being the complete loss of town halls by a faction), the next map would start. At that time, the game used a classic server browser system. However, it’s worth noting that the game back then was outrageously unbalanced and buggy; no one would agree to play it in that state today.
Sessions typically concluded within a day, and it was rare to see a war continue into the next day. The longest campaigns took place on the first Farranac map and lasted for weeks, but this was due to issues with the initial naval update.
Dead Harvest / Zombie mode
A very cool mode introduced as part of the Halloween update. The event ran from 2018 to 2020.
Each year, the gameplay rules changed, and many new and interesting mechanics were added. For example, the last event even introduced robots that could be controlled similarly to tanks.
This type of event is no longer held.
Foxhole Annual Festival
Not quite a mode, but rather a standalone event.

Annual festivals were also held in the game for several years. As part of this event, the developers and moderation team organized small mini-games for players.

Among the mini-games were battle royales, team-based tank-only battles, races, fistfights, and it all culminated in a large, organized (to the extent of the players' coordination) parade.
Foxhole Competitive League
Annual attempts at esports.

For some time, the game hosted competitions between different teams, with the events broadcast on Twitch. The reward was a prestigious nothing. However, as the game grew in scale and its gameplay slowed down, the relevance of such an event came into question. It’s no longer possible to participate in the league, but you can still encounter veterans in the game who took part in this event.
Early Rocks
Initially, the rocks in the game were less prominent, and in some places, they were just enlarged stones. In one of the updates, the developers have completely redesigned the rocks, making them more expressive

In the screenshot below, you can see the old rocks on the left and the new ones on the right.
Map Structure
Speaking of maps, it’s worth noting that initially, they didn’t have a hexagonal structure and were mostly rectangular.
The maps were very unpolished, with unmarked bodies of water at the borders, holes in the boundaries that allowed players to exit the map, and transitions that could teleport you into textures or even under them. For example, in this video, after transitioning to Westgate, an amphibious vehicle ended up underground.

First Farranac
First Farranac - or rather, the starting island of the colonists. It was removed when the map was integrated into the global world. The rest of the map has more or less retained its original appearance.
Swamps in Upper Heartlands
On older maps, from the pre-alpha days, you can see that the area on the left was heavily swampy.
In the future, the swamps were removed, and a narrow road through a gorge with bushes along the edges was added in their place.
Third Season FCL Map
A special map created specifically for the third season of the FCL league. Unfortunately, this map never reappeared anywhere else afterward.
Foxhole
Yes, the main symbol of the game, from which its name is derived, has been removed. Before the construction overhaul, it was essentially the most important structure in the game. It was built everywhere and always. It cost only 50 basic materials, fired when connected to a town hall, and was destroyed with 50 rifle shots.
Small Tent
Since the pre-alpha, there was a small tent in the game that players built for personal spawning. With the introduction of the "FOB" building, tents were removed from the game. However, in one of the updates for "World Conquest," the tent was brought back.

The unique feature of this tent was that only one person could spawn in it, and it required just 50 "bmats" to build. The only restriction was that tents could only be constructed at region borders. Like town halls, tents required a shirt for spawning.

Ultimately, the tent was cut from the game.
Medium tent
A similar principle applied to the medium tent, but unlike the small tent, it remained in the game longer. The medium tent had a spawn limit for 15 players and featured 15 slots for storing personal items. Like town halls, it required shirts for spawning.
Old Hospital
Nothing special, just the old hospital model.
It was used to produce medical supplies. In the future, this building served as a prototype for the church building, which appeared in some towns but had no functionality.
Old Garrison
Initially, cities in the game were indistinguishable from one another, consisting of a group of scattered identical buildings. Their unique feature was that auto-defense was positioned in the windows on the first floor, while infantry could occupy the second floor.
With the city overhaul, the second floor became accessible only in a destroyed state, and auto-defense was moved to the second floor. The cities themselves underwent significant visual changes.
Some old houses can still be found on various maps as decorative structures, usually located in unremarkable places.
Pillbox bunker
Tall wall structures resembling modern bunker bases. Essentially, they were the 4th level of wall upgrades. The pillbox had high durability and long firing range due to its height, as well as high rate of fire.

Upgrading a concrete wall to a pillbox was only possible if concrete walls were present on all sides. To bypass this restriction and place pillboxes back-to-back without gaps, players devised building intermediate walls within the defense.
Mushroom bunker
Mushroom - a unique auto-defense structure. The distinctive feature of this structure was its two states: activated and deactivated. When an enemy or enemy vehicle appeared in the structure's line of sight, the mushroom would emerge from the ground and unleash a burst of machine-gun fire.


The mushroom could only be destroyed in its activated state. While underground, it was impervious to damage.

If the structure was not connected to the tunnel system, the mushroom would protrude outward as a deactivated structure.
Flashlight
Map lighting with lanterns. An interesting mechanic that died before it was fully implemented. Back in pre-alpha, it was possible to place lanterns, but apparently, this idea didn’t catch on even then.
High sandbag stacks
Essentially a mini-wall that could be destroyed by vehicles. Players placed single-level sandbags in front of the high ones, creating convenient positions. They were removed after the sandbag building system was reworked. Overall, the game became slightly more dynamic without them.
Early trenches
Initially, defense in the game meant building bases based on walls. In one of the dev blogs, developers experimented on how to connect trenches and walls.
There are many screenshots of structures that never made it into the game, which show that the construction of bases in the game implied a more vertical gameplay. As a result, the developers abandoned vertical gameplay, focusing on trenches and bunker bases.
Pre alpha graphics
Initially, the game's visual style was less strict, and the game itself was more cartoonish. Textures, vegetation, and lighting were more vibrant and contrasting. Ultimately, the developers opted for a stricter visual style, which now bears little resemblance to the original.
Smooth change of day and night.
Initially, the transition between day and night was cinematic and smooth.

You could see long shadows at sunset and bright orange lighting.

Unfortunately, now night and day are merely conditional, only affecting visibility range.
Old faction logos
Initially, the factions had completely different emblems. The main feature was that the primary color of the Colonists was yellow, not green.
Flares
The game planned a mechanic for signal flares of different colors. It was intended that players would mark different map areas with colored signals for better coordination with each other. For example, colored smoke could be used as a marker for artillery strikes.
Unfortunately, this mechanic was never implemented in any form. However, as part of the work on signal flares, smoke grenades were added to the game, which have remained unchanged since then.
Shells types
Tank ammunition could be produced in various types. Tanks could also carry different types of ammunition, which could be switched during firing. There were different ammunition types effective against structures, vehicles, and infantry.
Circular context menu
Initially, the game did not have a pop-up action list in the context menu. The menu was a circular interface with icons surrounding the character.
Small container
Baby container was removed as part of the logistics system overhaul and was replaced by pallets. Like large containers, it could be painted in one of seven colors.
Early interface
Initially, the interface in the game was more expressive in terms of visual, but the developers preferred to focus on functionality.
M4 Sherman
There is no evidence that this tank ever existed in the game as a functional prototype, but its models were definitely present. It could also be encountered as a component deposit.
Long ago, the tank was definitely planned for the game, but the developers abandoned the concept of real-world vehicles, creating unique combat transports instead.
Old armored car
Initially, the half-track models for the factions were identical. The old armored personnel carrier model differed from the current ones by lacking a platform section at the rear, and the crew could not exceed three people.
Platform on Half Truck
Initially, the rear of all new armored personnel carriers was a platform. Players could move on it, similar to vehicles like barges or amphibians. For example, an infantryman behind the gunner could cover their back. However, this was abandoned, possibly for optimization or balance reasons.
Old Ganboat
The early version of the gunboat, like much of the old equipment, existed only in the visual style of the Colonists. It initially had a platform structure, like all modern ships, but in the next update, the developers abandoned this and created models for both factions without platforms.
It’s hard to believe now, but this was considered a full-fledged ship.
Reconnaissance car
It’s still unclear whether it was a bug or a feature, but since it was fixed, it was likely a bug. Initially, auto-defense systems, except for garrison buildings, did not attack the scout vehicle. This seemed logical until enemy jeeps started crushing you at the main base’s spawn point. The bug appeared after the scout vehicle was added and was later fixed.
Relic transport
A special type of equipment that could be found in the world during the early stages of the game. These were intended to be lost technologies from past wars, represented by abandoned, damaged vehicle remnants that players could repair and use as starting equipment. This relic equipment could not be produced; it could only be found on the map in limited quantities, and by the end of the war, no relic vehicles remained.
Other guides
This manual is a translation, the original is available here.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1691387226
There may be inaccuracies in the reword, if you find errors, please post in the comments. The author will try to correct them.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3502436552
Contacts
Originally posted by Tefanforfance:
If you enjoyed this guide and want to support the author, you can simply give it a like and add it to your favorites. You can also leave feedback in the comments below or subscribe to my Telegram channel (Check my profile), where announcements for other guides are available.
Originally posted by Tefanforfance:
For questions and suggestions, you can write to Telegram or the email listed below:
Telegram: @Tefanforfance
For suggestions: bogdan.turbin@turbingroup.ru
5 Comments
Tefanforfance  [author] 1 Aug @ 5:59pm 
@earthspiritio Yes, you're right. I'll definitely add it. :cozywowsship:
earthspiritio 1 Aug @ 5:52pm 
What about the old Whitewhale? The good ol "WW Brodytown" Joke
Podróżnik.. 29 Jul @ 12:20am 
im amazed how many of those i was able to see thru the devlopement let em say yea this game changed a lot
SloppyMcFloppy 20 Jul @ 8:00pm 
Thanks, interesting read. The devs are doing well
Tefanforfance  [author] 18 Jul @ 5:14pm 
Updated :WhiteArrowUp: