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Phantom Brigade - Frozen Synapse with mechs

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
1,657
Location
Asspain
Yes, being able to see the future and exact movement/attack patterns leads to stale combat.
Have you played Into the Breach? The premise is surprisingly similar when you think about it.

You advance through provinces while fighting off an invasion with giant mechs trying to keep civilian/infrastructure damage to a minimum while time altering shaenanigans are part of the lore, and you know the enemies' next move every turn. Only it has small maps with somewhat cute 2D visuals and simple enough mechanics that you just think about it as puzzle game.

I get the feeling from people who finished the game that Phantom Brigade falls into that awkward place in the middle of not being simplistic enough to be considered a puzzle game and going balls out implementing many mechanics that have been in use successfully for decades, thus feeling like it was a failed opportunity and could have been very good with just some more content/mechanics.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
589
Pirated it cause i wasn't sure if its any good, and it wasn't. :negative:

Game journalist difficulty, no story to speak of, just procedurally generated repetitive fights which reward you with procedurally generated (mostly) trash loot. Also doesn't seem like there is much new stuff to see after counqering the first several provinces and getting all the weapon types. Just damage and armor numbers going up.

:1/5: worse than HBS Battletech.
 
Last edited:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,824
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Welp: https://www.pcgamer.com/crypt-of-th...fs-as-many-as-half-its-employees-may-be-gone/

Crypt of the Necrodancer studio confirms layoffs, as many as half its employees may be gone​

Work on the upcoming Rift of the Necrodancer will continue.

Crypt of the Necrodancer studio Brace Yourself Games has confirmed that it has laid off a portion of its employees, and has "shelved" some unannounced projects as a result.

The layoffs were initially reported by Game Developer, which noted a tweet from former senior producer Crystal Savin, who said she was let go after being at the company for just four months. According to Savin, half of the company's workforce was impacted; the Brace Yourself website currently lists 41 employees while the company's LinkedIn page lists 43.

"Yesterday, senior management at Brace Yourself Games made the incredibly difficult decision to lay off a portion of the company’s staff," Brace Yourself Games said in a statement sent to PC Gamer. "This decision was not made lightly, as we deeply value our talented and dedicated employees.

"As part of our commitment to our employees, we are providing severance packages and support services to assist those impacted by this decision. We are also working to address the impact on our remaining team members and to ensure that we continue to meet the needs of our players."

The studio said that despite the layoffs, development of the Crypt of the NecroDancer: Synchrony DLC and the new Rift of the Necrodancer game, both of which are currently in early access on Steam, will continue. Work on Phantom Brigade, which launched in February, and one unannounced game will continue, and that "full support will also continue to be provided for titles being published by Brace Yourself Publishing."

Brace Yourself wouldn't confirm how many employees were laid off, but studio founder Ryan Clark and director of communications Madeleine Gray both retweeted Savin's statement of a "50% cut in workforce." UI designer and programmer Ben Humphries, who announced his own departure from Brace Yourself earlier this week, tweeted in response to the Game Developer report, "It's true."
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,450
I'm probably the only one to like this game. :negative:


It sucks in a lot of ways: combat is piss easy even on the hardest difficulty, level scaling bullshit, bad writing, grindy, performance issues, etc.

But goddamn, mechcombat in a fully destructible environment is cool. And limb damage? Hell yeah.

Sometimes I wish I had enough money to buy a game's engine and plugins, as full package, and just try to make a better version myself. This is one of those games.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,282
I liked what I played in the demo was just waiting for deeper discount.
 

Skorpion

Educated
Joined
Jan 31, 2023
Messages
347
I'm probably the only one to like this game. :negative:


It sucks in a lot of ways: combat is piss easy even on the hardest difficulty, level scaling bullshit, bad writing, grindy, performance issues, etc.

But goddamn, mechcombat in a fully destructible environment is cool. And limb damage? Hell yeah.

Sometimes I wish I had enough money to buy a game's engine and plugins, as full package, and just try to make a better version myself. This is one of those games.
Yeah that had some great ideas and game looks very cool but they just abandoned so many of their ideas and then abandoned the game itself after release... wasted potential :(
 

Dickie

Arcane
Patron
Joined
Jul 29, 2011
Messages
4,277
Steve gets a Kidney but I don't even get a tag.
a tweet from former senior producer Crystal Savin, who said she was let go after being at the company for just four months
Hire a "she/they" as senior producer and then go broke. Weird.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,824
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
a tweet from former senior producer Crystal Savin, who said she was let go after being at the company for just four months
Hire a "she/they" as senior producer and then go broke. Weird.

Don't look up who the director of this game was.

By all appearances Brace Yourself are very socjus-oriented, but fwiw I was told some time ago that they were willing to work with Chris Avellone after he was cancelled. I don't know if it actually happened.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,491
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/553540/view/3685684605322309440
Patch 1.1.0
It's finally here!
Hey Brigadiers! It's been a long time coming, but patch 1.1.0 is finally here! We gave you a rundown of what to expect in this patch in our last news post, but here's the full run down.

Changes and New Features
▲ - a buff was applied
▼ - a nerf was applied
⮂ - a tradeoff occurred
- a change was made based on community feedback

Content Variety

  • Changed
    the rules for which combat map is selected for each type of overworld entity
    • Combat map randomization will avoid the last selected map if more than one map is available
    • Patrols and convoys now qualify for a wider range of maps instead of just Forest themed maps
    • Forward bases now qualify for Military maps instead of Forest maps
    • Cities, towns and villages now qualify for at least 2 maps each, instead of just one
  • Added
    new types of patrols
    • Patrols are now split into 7 different types, and no longer contain the exact same enemy squad for each fight and can vary in speed and vision on the overworld. Some new varieties include:
      • Arrowhead
        - Small vision radius on the overworld, but it moves quickly.
      • Hunter
        - Significantly larger vision radius than a standard patrol. Moves very slowly on the overworld.
      • Armored Unit
        - 8 tanks with very low armour, no mechs.
  • Added
    the missing Blackbird armour - it is now a full set!

b260392662f38c53892682dbb916188892d102fd.png

Quality of Life

  • Added
    the ability to drag ALL ACTIONS on the timeline
    • You can now drag dashes, melee, movement actions, and wait actions!
    • Dragging actions into each other will now shift them along the timeline
    • Empty space between movement actions now counts as a 'wait' action, with the mech facing in the last chosen direction
    • You can still use the wait action to force your mech to look in a specific direction without moving
ab6535591d6f05cd14e4d2d6131f59f998eb093e.gif



  • Changed
    the way melee attacks function
    • We rewrote the melee hit detection system from the ground up to make it more reliable and easier to execute
    • Melee weapons now emit shockwaves that continuously apply damage to everything in their path
    • These shockwaves are deterministically sampled, resulting in 1:1 prediction and execution
    • This new system is more reliable and stable at low framerates, while the previous system was less so due to high complexity and reliance on animation based physics

d5e4428ba7fe62abac942ed66e1b17e409bc1149.gif


79deeefb7adea36cd6986d99a1ba19af30f982f3.gif

  • Added new UI to landing enemy reinforcements to improve their visibility
  • Added missing functionality that allows attacks against landing units
  • Added new UI to crash prediction system to improve visibility of crash occurrence
  • Added isoline display to maps while planning movements or selecting a target
  • Changed the appearance of retreat zones to be more visible
Balance Changes
  • Fixed a significant data issue in the difficulty scaling of combat scenarios
  • Due to an oversight in data, some scenarios were spawning several units more than they should have been, elevating the difficulty of the game significantly in the second province
  • ⮂ Changed
    turret behaviour
  • Turrets now detect targets in a cone and fire at appropriate ranges, rather than detecting in a static circle
  • ▲ Changed
    shotgun balance to have a wider effective range

Modding Support
For a more comprehensive description of the changes made to support modding efforts, please follow this link: https://wiki.braceyourselfgames.com/en/PhantomBrigade/Modding/ModSystemChanges

Below is a surface-level list of changes made to support the modding community:

  • Simplified mod installation - the mods.yaml file required to install mods is now included automatically without requiring a user to create it themselves
  • Added support for pilot portrait overlays, including decorative overlays for use with the official 3D portraits
  • This also allows for fully 2D portraits to fully cover the 3D portraits if desired
  • Added support to mod UI sprites
  • Added support for modding weapon colours, firing patterns, and special perks
  • Extended visual system allowing for kitbashing of new weapons and armor
  • Extended weapon generation system
  • Extended scenario system, allowing creation of complex combat scenarios and modifications of the combat system
  • Fixed a huge number of issues in the modding system suggested by programmers in the modding community. Thank you for your continued support and patience!

Bug Fixes
Quality of Life Fixes

  • Fixed the FTUE being unskippable and triggering by default when no save files are detected
  • Fixed a framerate drop that occurred when hovering over a part in mech customization
  • Fixed subsystems not being allowed to pin to the top of the inventory menu when examined
  • Fixed CTRL+click and click being inverted in the inventory
  • Fixed accidentally pinning items in the inventory menu via single click
  • Fixed sort by quality order being reversed in the inventory
  • Fixed retreat zone placement often being extremely far away from the starting location of player units
  • Fixed an issue causing rain sensors and repair cost/speed and workshop speed buffs not taking effect immediately
  • Fixed tanks getting stuck trying to path through downed mechs
  • Fixed contested province ambient UI not ending after winning a province
  • Fixed destruction effect remaining stuck on dead units
  • Fixed unit explosions not doing damage to the surrounding environment
  • Fixed low-spec PCs being unable to complete the tutorial due to framerate issues preventing units from completing their actions correctly
  • Fixed some grass being the wrong colour/wrong tileset
  • Fixed melee attacks sometimes causing enemy bullets to not spawn
  • Fixed camera focus in tutorial not working correctly
UI Fixes

  • Fixed workshop build speed not correctly updating in UI once the upgrade was installed
  • Fixed a rounding bug in UI display of times causing them to be displayed incorrectly
  • Fixed heat calculation displaying incorrectly in mech customization/inventory menus
  • Fixed a display issue with the visuals of all turret ranges and improved turret scan readability
  • Fixed bookmarked liveries not being saved on quit to desktop and relaunch
  • Fixed HG reputation UI not matching actual reputation in memory
  • Fixed all instances of UI accidentally being carried to a new context (ie, pilot UI appearing in combat etc)
  • Fixed Decoy Drone and Rain Sensor counters not updating correctly
  • Fixed crashing units becoming detached from their actual location in certain circumstances, causing teleporting
  • Fixed repair completion and damaged unit tooltips on the overworld not refreshing correctly
Data Fixes
  • Fixed the 'Pilot Left' message triggering every time the game was loaded
  • Fixed an issue with the Volunteer event that contributed to bad memory
  • Fixed destroying buildings not being restored to their original state if the game was loaded and combat was re-entered
  • Fixed low-level weapons doing no concussion damage to higher-level enemies
  • Fixed subsystems not adjusting stats by the correct amount
  • Fixed subsystems not applying to parts above level 1 correctly
  • Fixed perks that adjust range being incorrectly applied to ballistic weapons (ballistic weapons still get the scatter angle perk)
  • Fixed Crystal Matrix perk effect being inverted
  • Fixed music not playing on the overworld after completing the tutorial
  • Fixed some workshop projects missing from the complete list
  • Fixed retreating from a Blitz scenario on the turn that enemies were replanning resulting in a defeat instead of a victory
  • Fixed a levelling exploit to do with the workshop
  • Fixed an exploit where securing convoy loot on the same turn that all enemies died doubled the rewards received
  • Fixed infinite supplies exploit in the Director event
  • Fixed a number of missing workshop blueprints, made loot drops more varied
Achievement Fixes

  • Fixed Take It Back achievement triggering incorrectly 30% of the time
  • Fixed Melee Master achievement triggering incorrectly
  • Localization/Typo Fixes
  • Reviewed and resolved a large number of mistranslations in Japanese
  • Reviewed and resolved several mistranslations in Russian
  • Resolved a number of typos in English
  • Resolved a number of small, one off translation issues in multiple other languages
  • Fixed Tsubasa armor having Arrow text in the workshop
  • Fixed incorrect tooltip for barrier mechanic
Known issues

  • All audio except for cutscene audio will sometimes not play
  • Tooltips can flow off the sides of the screen in some circumstances
  • Occasionally destroyed mechs are flung around the map after viewing replay mode
  • On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game
  • There is a chance of the province liberation event being interrupted by other post combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won
  • Some events do not end correctly - this could be caused by playing with an older save file
  • Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly
  • Many maps that contain turrets do not also have generator buildings - turrets must be manually destroyed on these maps
  • Performance issues are common
  • Tsubasa workshop project has the same text as Arrow workshop project
  • Moving actions on the timeline when a unit has a dash action finishing from a previous turn can cause a crash
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,282
Still got some life in it: https://store.steampowered.com/news/app/553540/view/3868092443228809113
Phantom Brigade Dev Blog #2
What to expect in update 1.2
Hey Brigadiers,

f1f924b92051af801a4d27630e632e4a9f453673.png


We wanted to drop in with a quick developer update before the holidays. If you've been around the Steam forums over the last few months, you probably saw mention that we're hard at work on a big update for 1.2.

We are happy to report that most of the changes targeted for 1.2 are complete, and we’re now working on stabilizing and polishing the experience. We were originally hoping to have it ready before the year was out, but we'd like a little more time to cook, so instead we're aiming for a release window in January.

CONSIDER JOINING OUR DISCORD!
Before we jump into the details, I just want to say that we’ve been giving some regular updates on our progress over in the Brace Yourself Games Discord. If you haven’t joined yet, we would love to see you there!

SO WHAT’S IN 1.2?

Now onto the juicy stuff! We took your feedback to heart and prioritized addressing one of the most common notes: combat variety. We’ve worked hard to improve on that front, making new locations, scenarios, and systems allowing for greater variety. Now that we’re in the polish stage, here’s an overview of what you can expect:
  • New mission types
    attached to commonly encountered entities such as convoys, patrols, and military bases.
  • New combat maps
    attached to commonly encountered location types.
  • Streamlined contest mechanics
    preventing an indefinite raiding state and deprioritizing repetitive patrol encounters.
  • New special encounters
    you'll need to complete to finish province liberation.
  • By popular request, an ability to
    replay the last turn of combat
    encounters.
  • Projectile prediction system
    helping you foresee and evade individual shots before they happen.
  • A new way to upgrade your favorite equipment
    to a higher level.
  • And more!
Thank you all so much for your patience, and happy holidays! We look forward to sharing more soon!

AND NOW... SOME SCREENSHOTS!
Uh oh, looks like the mobile base is in danger!

8f8767b3b36e624d86e5fafc01eeebe1e678c206.jpg


What is this large anomaly on the briefing map?


2e8b2693bd21b4bc120893d26b4bc7d9b6f2a013.jpg


Yikes, that’s a lot of things to dodge.


f5b6cce7368725f6ec2923c102c435aa45fd21b8.gif


Something looms in the distance.


d9bbc356ca443133eeade569206b2d29eea2b0df.png


Is that water? I wonder if that can help you cool off…


213da717c3b0dafbddb5d7a0aaed522f8ba7c0d4.jpg


Take cover!


2a34332037854137aa5860ed0305a89e7325ff35.png
TL/DR: New mission types, combat maps, and special encounters among other things.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,450
This game was pretty fun just to watch bullets and missiles fly around. The campaign was a slog of samey missions though and after a while, you just had an unbeatable team of missile-spewing mechs and every battle was just a massacre.

Might redownload it and see if the balance is better.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,491
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria

https://store.steampowered.com/news/app/553540/view/3991945238801416166
Phantom Brigade Update #2 | Show 'em Who's Boss
Patch 1.2.0-b6268
Hello Brigadiers! I hope you're ready for what's in store for patch 1.2.0. We have a whole bunch of updates to show you, but the star of this update is BOSS BATTLES. Take on these massive constructs to liberate a province and gain unique rewards!

With this update, while older saves will continue to load, we recommend starting a new campaign to take advantage of loot offered by bosses in every province. Older saves will preserve fully liberated provinces, units, pilots, and parts, but all parts will be regenerated, potentially altering perks. All quests and base memory will also be reset.

Without further ado, let's get into the details!

Changes and New Features
▲ - a buff was applied
▼ - a nerf was applied
⮂ - a tradeoff occurred
- a change was made based on community feedback

New bosses & updated contest mechanics

541ab9d0eb668cc9704b2ec7bb8fc11286b9a6d5.jpg


  • You now need to defeat a massive enemy boss to liberate a province.
    • Provinces host different bosses, revealed once you deplete the enemy war score.
    • The bosses possess unique weapons and abilities, such as air strikes, split missile barrages that circle cover, proximity fuse cannons, and shockwaves that crash units that get too close.
    • Mech weapons based on some of the boss armaments are available as rewards upon victory.
  • Allied war score is slowly drained, preventing an indefinite contest state.
    • Losing at battle sites or letting their timer run out depletes the allied war score further. Winning at battle sites restores a small amount of the allied score, preventing an unwinnable contest state.
    • Battle sites no longer spawn at high allied war scores.
  • Provinces are contested automatically.
    • You no longer need to press a button to stop raiding. Contesting will now happen automatically when the province escalation increases to 1 (only one province can be in a contested state at a time).
    • Raiding is still possible, but you need to be careful about your targets. Attacking enemy convoys has a low effect on escalation while an attack on an enemy base will provoke a more significant escalation increase.
    • Updated contest UI will guide you through all the steps of liberating a province.
  • Patrols and convoys will no longer get designated as priority objectives during war states, increasing the variety of designated objective encounters. Repetitive bases no longer spawn when all enemy military sites are liberated.

New & changed scenario types

8f8767b3b36e624d86e5fafc01eeebe1e678c206.jpg


  • Convoys:
    • Ambush (new): Intercept enemy tanks or mechs carrying cargo before they escape to a retreat zone. Rewards scale based on the number of units you intercept.
    • Raid (changed): Prevent enemy aircraft from taking away the cargo. Disrupt their approach by staying close to targets. The scenario can no longer be completed by simply eliminating every guard and ignoring the objectives.
    • Assassination (new): Eliminate a high-ranking enemy officer, but expect complications: targets like these might try to escape or have something up their sleeve.
  • Patrols:
    • Mobile Base Defense: The mobile base gets disabled by the patrol. Defend it from waves of drones or cruise missiles while the techs work to get it back up and running for a quick escape.
    • Elimination & Blitz (changed): Combined into one scenario group with several variations. Deal with spotters guiding air support or unexpected reinforcements.
  • Military bases:
    • Demolition (new): Damage as many structures as possible before time runs out, avoiding constant enemy reinforcements.
  • Settlements:
    • Liberation (changed). Take out the enemy squads while minimizing damage to civilian structures. The scenario no longer involves defending a few isolated buildings.

New combat maps

213da717c3b0dafbddb5d7a0aaed522f8ba7c0d4.jpg


  • New airbase map (encountered with military POIs)
  • New farm map & 2 new natural terrain maps (encountered with convoy, patrol, farm POIs)
  • 4 new boss facility maps (encountered in boss fights)
  • Some of the maps include bodies of water cooling down the units entering them.

New weapons

8c439ba1c496f8d3d8d20c6c0d089f05f6bac4ec.jpg


  • New armor set,
    Hakobu
    : a specialized light armor preferred by the logistic corps of the invasion forces. Rewarded from the higher tier objectives in the convoy ambush scenarios.
  • New weapons rewarded after boss fights:
    • ML-X4 Scythe: Experimental missile launcher. Pincer trajectory allows missiles to bypass cover.
    • ML-X9 Hydra: Experimental missile launcher. Splits shortly after launch, releasing a swarm of missiles independently selecting targets.
    • AR-X4 Prism: Experimental auto rifle. Each round packs a small amount of solid propellant, enabling a mid-flight course correction.

Quality of Life
  • New tutorial step: At the end of the tutorial players will be shown the workshop and how to construct mech frames. Quick-started games will now begin with a 3rd mech frame under construction.
  • Added ability to view the replay for the final turn of combat. Most of the combat UI now remains available after the final turn.
  • Improved prediction to also include more information about moment-to-moment dangers in the upcoming turn. This includes holograms for upcoming splash damage zones, projectiles with direct flight paths, and guided projectiles with indirect flight paths (the latter gets an approximate prediction focused on arrival time, not a full simulation). The prediction can be disabled in the options menu.
  • Added an event log to combat. All comms messages and unit updates are kept in a log on the top left of the screen. You can adjust which messages are displayed at any time. It can be disabled from the options menu.
  • Added new gameplay options:
    • Time from paths - this will allow you to select if hovering over a unit path will scrub the timeline to that point. You can either set this feature off, to only affect selected units or to always be on by default (how it worked before). This can help in busy scenarios with multiple intersecting paths.
    • Reset time on inactivity - This can be toggled on or off. When on, after a short period of inactivity, the timeline will reset from scrubbing.
    • Always show target details - This can be toggled on or off. When on, the targeting details that usually only appear while holding CTRL will always be displayed.
    • Show Damage Numbers - This can be toggled on or off (on by default). When on, damage numbers appear above units when they get hit.
    • Show Event Log - This can be toggled on or off (on by default). When on, the event log will be available in the top left during combat.
    • Display Attack Cones - This can be toggled on or off (on by default). When on, it will display effective range and scatter of unit attacks in an upcoming turn.
  • Improved visibility of weapon range indicators.
    • Improved the scanning indicator with an animation to better differentiate it from a weapon range indicator.
  • Updated the briefing screen to present mission information in a more focused and readable manner.
    • Adjusted the layout to accommodate more hints about the battle ahead. Reviewed and updated a number of hints to reflect current game mechanics.
    • Improved mission descriptions to reflect the actual content of the encounters. Added hints about whether that has an impact on unit performance.
    • Removed the imprecise difficulty prediction. Relocated squad editing to the second briefing screen.
  • Added detailed tooltips to difficulty settings.
  • Added a difficulty setting for salvage drop chance. The setting defaults to 100%. Lowering this value makes the game harder, randomly discarding parts too damaged to be reused; preventing salvage of entire armor sets from a single enemy mech.
  • Unit tabs in the combat timeline UI will now display the assigned role icon. This includes player units. You can edit the role icon of your unit by clicking the button to the left of the unit name field in the customization screen.
  • Units that are targets of scenario objectives are now highlighted in the combat timeline UI, separated into a new tab group. These units are additionally highlighted in-world with a yellow targeting bracket.
  • Improved the display of countdowns, block destruction, and other counter-based objectives in the combat scenario UI.
  • Improved highlighting of building objectives such as turret generators in combat. A 3D frame around the targeted building now accompanies these objectives. Clicking the objective in the list will now focus the camera on the building.
  • Added support for rebinding the key hiding the UI.
  • Thrusters are now available to all mechs, including mechs with common quality torsos.
  • Improved the dash action, making it break missile lock with greater precision and adding visual effects highlighting successful disruption. Disruption now diverts missiles a certain distance opposite the dash direction, making dashes effective against missiles even for units with lower dash range.

Other
  • Improved vegetation rendering to reduce visual noise and improve blending with terrain. Improved some vegetation models.
  • Fights at high elevation have a chance to take place with snow on the ground and snow replacing rain.
  • Improved how all transparent effects render against fog and sky. Low angle shots of smoke, explosions, missile trails etc. now render correctly. Moon, stars and the debris ring are now properly visible in the sky.
  • Improved beam reflection mechanics. Powerful beam attacks are now harder to deflect. It is no longer possible to reflect a beam 180 degrees straight back at the attacker.
  • Added a way to upgrade your equipment level. If your workshop level (increased based on the average level of your squad equipment) is higher than the level of a given part, you can upgrade its level.
    • Visit the inventory and select the part you'd like to upgrade. The upgrade button will be available above the level readout.
    • The upgrade costs resources based on the quality of the item. The costs increase exponentially depending on the number of times you upgraded a given item. An item can only be upgraded up to 3 times. Check the tooltip for the breakdown of these details.

Bug Fixes
Quality of Life Fixes
  • Reworked the timeline action dragging based on community suggestions. Dragging actions on the timeline no longer triggers crashes under certain conditions and no longer allows you to break the upper limit on action start time. Dragging actions have improved performance.
  • Added generators to all military bases. Garrison sweep scenarios will now allow for destroying generators to disable turrets.
  • Fixed the PLS Curve being very difficult to score hits with
  • Fixed missing alarm towers on all maps utilizing them (settlements & military bases).
  • Fixed saving and loading the game with 0 liquid fix refilling liquid fix.
  • Fixed scatter increases from movement not getting correctly applied to weapons that can have variable scatter.
  • Fixed reflecting beam damage with shields still applying damage to the mech and not just the shield.
  • Fixed the enemy mechs receiving mixed armor sets. Every enemy now generates one consistent armor set per unit.
  • Fixed a bug causing incorrect placement of objectives and enemies relative to the player squad when entering combat.
  • Fixed patrol reinforcements appearing in some scenarios they were incompatible with.
  • Fixed mechs and tanks being unable to aim up or down in some circumstances.
  • Fixed mechs not aiming to the right point when using certain weapons.
  • Fixed guided projectiles causing memory allocations every time a new projectile was created.
  • Fixed area of effect explosions failing to detect more than 10 targets at a time.
  • Fixed area-of-effect explosions being able to apply orders of magnitude more damage depending on a number of intersecting targets.
  • Fixed some projectile effects being unnecessarily split into multiple pools, increasing memory use and leading to lower maximum number of visible projectiles.
  • Fixed the unit targeting mode getting stuck on the first hovered unit in certain circumstances.
  • Fixed excessive fog in the prequel tutorial mission.
  • Fixed projectiles with proximity fuses not detonating on approach to secondary targets.
  • Fixed automatic victory (on the elimination of all enemies) and defeat (on the elimination of all player units) conflicting with mission objectives, e.g. a victory occurring despite spawned reinforcements.
  • Fixed ability to clear input bindings for critical actions, locking up the game (keyboard confirm/cancel and primary/secondary mouse click). Attempts to clear these actions would be ignored.
  • Fixed player mechs not targeting elevated tanks in the folded state.
  • Fixed movement scatter disappearing from weapons if certain operations were performed during mech customization.
  • Fixed exit from unit editing not bringing you back to the squad briefing screen
  • Fixed some overworld events repeatedly triggering
  • Fixed cases where units could not be inspected or targeted in combat despite the overlay UI suggesting otherwise
  • Fixed the difficulty settings not being applied upon starting a new campaign.
  • Fixed the player units not being controllable in the concussion tutorial in certain cases.
  • Fixed localized mods always loading the last language.
  • Fixed missiles overestimating the speed of their targets, leading to overshooting.
  • Fixed missiles occasionally targeting a point behind the launcher, leading to them spinning out of control.
  • Fixed salvaged mech frames being stuck in repaired state.
  • Fixed units randomly crashing when part of a level was destroyed anywhere on the map.

General Fixes
  • Fixed close combat squads sometimes featuring load-outs that were geared towards long-range combat
  • Fixed the pilot pod being positioned incorrectly on the Elbrus armor set.
  • Fixed the ore decals being rendered incorrectly, interfering with collision prediction visuals, grass, and some effects.
  • Fixed the turrets spawning with a pilot inside.
  • Fixed weapons firing sideways in cases where the barrel wasn't aligned to the target direction.
  • Fixed several unused or misconfigured units having a low chance of spawning in generic enemy squads
  • Fixed terrain smearing past the playable area when TAA or motion blur is enabled.
  • Fixed glass and water appearing through the fog.
  • Fixed hidden, escaped, or intact enemy units being available for salvage.
  • Fixed level damage not being reset properly when loading a briefing save and re-entering combat.
  • Fixed battle sites awarding reputation when Home Guard units die.
  • Fixed tanks in the prequel scenario appearing too early.
  • Fixed enemy tanks not properly displaying their livery colors.
  • Fixed destroyed units not allowing damage to pass through.
  • Fixed retreated units being able to execute actions.
  • Fixed combat dialog continuing to affect audio after combat is concluded.
  • Fixed a number of issues in the second tutorial scenario, restoring missing dialog, clarifying objectives, and preventing early victory.

UI Fixes
  • Fixed ability to get negative scatter values on weapons.
  • Moved the Replay button above the Execute button to fix issues with overflow in localizations and overlap with other UI elements.
  • Fixed using the mouse wheel to scroll the upgrade screen moving the camera diagonally instead of up/down.
  • Fixed ability to bind multiple actions to the same key.
  • Fixed scenarios incorrectly stating that you cannot retreat from a battle site.
  • Fixed rare rounding error that led to mech parts sometimes appearing destroyed in the UI when they still had 1 HP left.
  • Fixed text on time control UI during combat being misaligned in some localizations.
  • Fixed stagger value being shown as a percentage in turn summary.
  • Fixed Radio for help tooltip stating that reputation would be re-gained if home guard units survived.
  • Fixed blur effect not applying correctly on ultra-wide monitors
  • Fixed clicking on the parent part of a module closing the info window for the parent part after selecting a module.
  • Fixed the subsystems appearing instead of parts when filtering options during mech customization after a prior visit to the inventory screen.
  • Fixed the unit path indicators becoming obscured by transparent surfaces.
  • Fixed outlines not appearing in some contexts when hovering over units in combat.
  • Fixed blurry texture filtering on roads in combat maps.
  • Fixed salvage screen rarity holograms being incorrectly rotated on some armor pieces.
  • Fixed the action bar in the prequel scenario not appearing in the timeline tutorial if the preceding dialog was skipped.
  • Fixed action cooldowns not updating when customizing player mechs.
  • Fixed hover over dash actions failing to display appropriate range preview.
  • Fixed clicking on a selected item a second time closing its info card.
  • Fixed info banners on equipment that display if it is an upgrade/new in salvage screen ignoring anything currently equipped to mechs.
  • Fixed the battle-site timer in the initial tutorial not being synched to the objective timer on the overworld.
  • Fixed enemy pilots in the capital battle all being listed as Trainees.

Known issues
  • All audio except for cutscene audio will sometimes not play.
  • Tooltips can flow off the sides of the screen in some circumstances.
  • Occasionally destroyed mechs are flung around the map after viewing replay mode.
  • On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game.
  • There is a chance of the province liberation event being interrupted by other post-combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won.
  • Some events do not end correctly - this could be caused by playing with an older save file.
  • Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly.
  • Performance issues are common.
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,289
Now this is more like it. Shame it still lacks AP turn based combat, unless there's a mod somewhere doing that. Hopefully the controls are less shit with this new patch.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,491
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/553540/view/4170974735580297598
Phantom Brigade Update #3 | Back and Packed!
Patch 1.3.0-b6268
Hello Brigadiers! We're BACK and excited to show you what we've PACKED into
Update #3: Back and Packed!
One of the new features we're most excited about in this patch is
backpacks
. These backpacks are additional attachments to your mech that may be things like:
  • Active defense systems shooting down incoming projectiles
  • Minelayers blocking key chokepoints
  • Enormous missile launchers capable of leveling entire enemy bases
We hope they can serve as an exciting building block for your mech and bring interesting twists into your fights along with all the other features and changes in this patch. Good luck out there!

Changes and New Features
▲ - a buff was applied
▼ - a nerf was applied
⮂ - a tradeoff occurred
- a change was made based on community feedback

Status effects
5173d29380dbf37928372e9f0963182dbfdad354.gif

  • Status effects are temporary states units can acquire from environment interactions, equipped items, special weapon damage and more.
  • New status effects include:
    • Burning:
      The unit will be damaged over time until this status expires. Venting will ignite the surrounding area.
    • Charged:
      The unit will be damaged once the countdown reaches zero unless another unit passes nearby. A damaging electric arc strike approaching units, removing this status effect. Damaged units have a change to acquire this status, leading to chain damage.
    • Meltdown:
      The reactor core of this unit is melting down. Once the countdown reaches zero, the reactor will explode, destroying the unit.
    • Unstable:
      This unit is struggling to stay upright. It will crash from any collision, including those with units of lower mass. Further buildup of this status will lead to this unit crashing.
    • Venting:
      This unit is venting its reactor and will not take damage from overheating. Reactor temperatures can climb past the normal limit, necessitating a longer cooldown afterward.
  • Units afflicted with negative status effects can remove them with a
    Stabilize
    action.
  • Some status effects need to be built up to apply. For example, an incendiary weapon might apply +35% Burning buildup per hit, guaranteeing a Burning status effect after three hits in a quick succession.
Combat mechanics

2ed8f740b84b526b6ec9d467442fa1359a97cff7.png

  • Changed some damage mechanics:
    • Removed the
      Stagger
      damage type. Melee weapons inflicting it will inflict the
      Unstable
      status effect build up instead.
    • Demoted heat damage to a secondary role. Heat continues to be applied by some incendiary weapons, but their primary effect was changed to
      Burning
      status buildup.
    • Fixed the environment damage not being applied in an appropriate radius, not being applied to most points in a large radius and not being scaled appropriately.
    • Fixed directional damage, distributed damage and splash damage not being split and scaled properly across mech parts.
  • Adjusted the overheat mechanic:
    • Units have a new heat buffer stat in addition to the overheat threshold stat. Heat buffer can vary depending on reactor model and other items.
    • Heat can not exceed the sum of the overheat threshold and the buffer. A low buffer value allows the unit to immediately exit the overheated state as soon as heat generation ceases, while a high buffer value might lead to a unit lingering in the overheat state for some time. Some equipment and actions increase the heat buffer in exchange for other benefits.
    • In addition to damage over time, sustained overheating builds up the Burning status effect.
  • Changed the weight class / stability mechanics:
    • Only the equipped body parts have an effect on the weight class of the unit, matching how heavier armor affects concussion resistance
    • A light mech holding an ultra-heavy weapon will no longer be considered as stable as a unit clad in heavy armor
Backpacks

0d541eb5219c551618149130033cd7b25274ec93.png

  • Added a new part type: backpacks.
    Can be acquired from boss fights and caches.
    • B-MP1: Mine launcher.
      A new area denial option similar to missile launchers. Can’t be locked onto units, must be fired at the environment. The proximity fuse is armed once the mine hits the ground and remains active for a few turns.
    • B-MP2: Lightweight minelayer.
      Deploys mines under the unit, trading launch capability for a more powerful explosive charge.
    • B-ML1: Compact vertical missile launcher
    • B-ML2: Heavy airburst missile launcher.
    • B-ML3: Ultra-heavy airburst missile launcher.
    • B-APS1 and B-APS2: Active defense systems.
      Unlock a new timeline action and status effect, attempting to shoot down any projectile approaching the mech. Susceptible to saturation attacks but effective against slow or limited projectiles.
  • Added the equipment charge mechanic. Some equipment, such as backpacks above, can only be used a limited number of times per fight. Similarly to barriers, the charges are replenished before every deployment.
Subsystems
  • Added new subsystems:
    • Heat Vents:
      Unlock the Venting timeline action. Utilizes the movement track, forcing the unit to stop but allowing overlap with attacks.
    • RX1 Furnace Reactor:
      An unusual reactor design sacrificing cooling capabilities for power output. Demands careful use: overheating this reactor will immediately set the mech on fire.
    • RX2 Dynamo:
      An unusual reactor design sacrificing electrical shielding for additional thrust and power output. Afflicts the mech with an electrical charge on every dash. Can be exploited as an additional damage source on short-range units.
    • RX3 Supernova:
      Experimental reactor design with record-breaking power output for its size. Has a chance to go critical in the event of a collision or overheating. The critical state can be prolonged with more collisions or overheating. It can also be fixed by venting excess heat through the dash thruster. Letting the reactor melt down will destroy the unit and lead to a powerful explosion.
    • DC1 Discharge Coil:
      Unlocks a timeline action converting excess heat to an electrical charge. Can be used offensively by approaching other units once charged.
    • Pilot Pods:
      Allow for customization of concussion resistance. The player can sacrifice pilot protection to improve mobility, or sacrifice some performance to improve pilot protection.
    • Safety Overrides:
      Boost weapon damage output by disabling some cooling systems. Increase maximum operating temperature, making it harder to cool down from sustained overheating.
    • Reactor Shunts:
      Reroute reactor power into equipped weapons, trading movement speed for increased damage output.
    • Booster Shunts:
      Reroute power from the thrusters into the weapon systems.
  • Removed subsystems:
    • All offensive systems utilizing the targeted stat mechanic (collectively labeled sensors) have been removed from the game. The offensive slot can be fitted with 3 new subsystem types listed above, which apply a flat damage bonus to any equipped weapon with a variety of tradeoffs.
    • Destabilizing Payload & Thermal Payload:
      Removed due to stagger and heat damage being retired.
    • T9 Stable Reacto
      r removed.
  • Adjusted balance of some subsystems:
    • Large Payload:
      Reduced the environment damage radius bonus now that environment damage is applied correctly.
    • Concussive Payload:
      Slightly reduced the concussive damage bonus to better match the HP scales present in the game.
    • Demolition Payload:
      Slightly reduced the environment damage bonus now that environment damage is applied correctly.
    • Accelerator:
      Reduced the projectile speed bonus to prevent hit registration issues.
  • Reduced the chances of higher tier equipment generating with customizable modules attached. The chance to find preinstalled modules can be customized in the difficulty settings (defaults to 50%).
  • Rebalanced module hardpoint distribution in different armor sets, swapping some mobility, defensive and offensive module hardpoints.
Weapons
  • Added status effect buildup to some weapons:
    • All plasma weapons now build up the Charged status effect.
    • HGA Spark now builds up the Charged status effect and has new visuals.
    • HG2 Firestarter now builds up the Burning status effect and has new visuals.
    • BM3 Alpenglow now builds up the Burning status effect.
    • All incendiary weapons now build up the Burning status effect.
    • Blunt melee weapons now build up the Unstable status effect.
  • Added a new incendiary assault rifle
    to complement existing incendiary weapons with their less predictable guided projectiles:
    • IR2 Pyroclast:
      High velocity incendiary repeater. Performance and range comparable to assault rifles.
  • Adjusted weapons to make more options viable picks:
    • ▲ Handguns:
      Widened the optimal range band, reduced heat generation, increased some damage.
    • ▲ Submachine guns:
      Widened the optimal range band, reduced scatter and mass.
    • ▲ Machine guns:
      Reduced heat, shortened activation times, increased damage.
    • ▼ Ultra-heavy machine gun:
      slightly reduced maximum range, increased scatter, reduced concussion damage.
    • ▲ Beams:
      Reduced damage ramp-up times, action durations, increased rotation speed and damage.
    • ▲ Ultra-heavy beam:
      Reduced heat generation, increased unit damage.
    • ▼ SR1 Midway:
      Slightly increased activation time, scatter and per-shot damage.
    • ▲ SR3 Dice:
      Large increase to per-hit damage, reduced scatter, increased projectile speed.
    • ⮂ PLA Curve:
      Reduced projectile lifetime and tracking, making projectiles less likely to circle back after a miss.
    • ⮂ Primary missile launchers:
      Reduced concussion, rebalanced environment damage and damage radius.
    • ▲ Secondary missile launchers:
      Reduced heat generation, rebalanced environment damage and damage radius.
    • ⮂ MLS1 Oneshot:
      Reworked to make it a smaller unguided equivalent to ML1 Slug.
    • ▼ ML-X4 Scythe:
      Reduced missile speed.
    • ▼ AR2 Burst:
      increased mass, activation duration and heat generation, reduced damage and impact.
    • ▲ AR1 Astra:
      Decreased heat and activation duration. A more precise option with a higher rate of fire.
    • ▲ DC1 Cannon:
      Fixed rounds not detonating based on a proximity fuse.
  • New descriptions added to a large number of weapons that had incorrect or missing descriptions.
  • Fixed the visuals of some shields not matching to their intended role.
Quality of life
  • Added part and subsystem preview to the base workshop!
    • A preview will be displayed on selection of any workshop project.
    • The preview will not display exact randomized perks and modules (as they are different on every build), but will display the slots and their rating (e.g. uncommon torsos will show presence of a random uncommon perk).
  • Damage numbers will now be displayed while watching a replay!
  • Added the heat threshold and maximum heat readouts to the combat timeline. Improved the heat prediction precision on the timeline, added display of overheat depth.
  • Mech customization:
    • Added side-by-side item comparisons to the mech customization screen. Hovering over a potential replacement will move the equipped item window to the right, displaying the replacement in a new window.
    • Added a tooltip listing previously hidden stats such as damage bonuses, resistances and barrier regeneration rate.
    • Added support for displaying more subsystems in the part information window.
    • Added support for comparing installed subsystems.
    • Previewing parts in empty sockets will now update predicted unit stats.
    • Added support for comparing shields to weapons.
  • Increased save limit to 60, improved performance of the save/load menu. The load screen no longer resets to the top when deleting a save.
Enemy squads
  • Increased the number of enemy units in the Garrison Sweep, Base Demolition, Cache and Assassination scenarios.
  • Reworked the conventional tanks to improve balance & readability, provide a better source of loot and enable more interesting enemy squad compositions. The tanks are split into 3 weight classes: lightly armored, medium and heavily armored; each with sub variants covering 3 weapon range bands.
    • Light tanks move quickly, but are easy to destroy and only hold sidearm class weapons.
    • Medium tanks have average speed and protection. They are equipped with conventional AA and cannon turrets at short/long ranges, or an MG at medium range.
    • Heavy tanks have the lowest speed, but are equipped with dangerous primary weapons: mech shotguns, MGs and demolition cannons.
  • Adjusted the squads in the army branch of the invasion forces to increase enemy count and improve variety.
  • Altered escalation based squad scaling. Each escalation level upgrades half the squads to next grade.
    • No escalation: 100% standard squads.
    • Escalation 1: 50% veteran squads, 50% standard squads.
    • Escalation 2: 50% elite squads, 50% veteran squads.
    • Escalation 3: 100% elite squads.
  • Adjusted escalation thresholds to make higher escalation levels easier to encounter (from 50/150/300 to 50/120/200).
Streamlined mod system
  • The mod folder
    (AppData/Local/PhantomBrigade/Mods)
    is now created on startup if not present.
  • Any mod unpacked into the Mods folder is now loaded by default. There is no need to manually edit Settings/mods.yaml or manage the mod list before restarting the game for the installed mods to take effect.
  • To block an installed mod from loading, click a checkbox next to its name in the Mods menu.
  • To make troubleshooting and mod development easier, the game will display descriptive notifications if issues are encountered during mod loading.
  • Game sessions with mods applied will display active mods in the top right corner of the main menu.
  • Improved the mod menu. Added space for longer mod names, simplified the layout into one list, added auto-saving.
  • Mod loading priority is now controlled by modders and is no longer exposed to players. Mod developers can set a “priority” field in metadata.yaml to control load order. This ensures that dependencies are loaded in the right order and can’t be accidentally misconfigured.
Other
  • Added a new boss battle music track.
  • Added new footsteps for mechs in water.
  • Adjusted convoy and patrol spawn logic to improve variety and balance the frequency of different encounters:
    • Convoys will no longer travel to destinations across the border of non-escalated provinces, resulting in faster convoy turnover.
    • Newly spawned patrols and convoys select a type that was absent in the province for longest, ensuring a balanced rotation of every type.
  • Removed elite patrols from the second province.
  • Reduced the bonus from Quick Loader perk.
  • Locked minimum duration for a weapon to 0.6s.
  • Removed the cache event from the game, cache objectives are now won by completing the combat encounter.
  • Missiles can no longer be targeted outside their intended range (for example, the game will block an attempt to create an attack on a target 300m away if an equipped launcher only supports a 50-200m range).
Bug Fixes
General
  • Fixed the ambush missions not providing workshop charges for higher tier victories.
  • Removed concussion multiplier for hitting targets from behind when using weapons that deal splash damage.
  • Fixed Growing Ranks event triggering repeatedly after first activation.
  • Fixed some cases where a weapon could fire before it was properly aimed.
  • Fixed some missiles being set to detonate further from target than intended, causing reduced damage.
  • Fixed Armored patrols having unusual unit spawns at high escalations.
  • Fixed beam weapons penetrating through boss sub-units.
  • Fixed an issue that could cause escaping assassination targets to get stuck if they crash while waiting for pickup.
  • Fixed an issue that could cause enemy units to spawn too close together in rare cases.
  • Fixed base barrier regeneration being set too high causing most barrier modules to have no effect.
  • Fixed ML-X4 Scythe having an unusually high scrap value.
  • Fixed an issue that would cause destroyed parts to reduce incoming damage from AOE attacks.
Visuals
  • Added an accessibility option to reduce the intensity of some bright special effects such as muzzle flashes and lightning.
  • Beam shader effects now get animated during replay.
  • Improved rain effects: reduced aliased reflections from bright effects, optimized performance, rebalanced intensity at different weathers.
  • Improved background vegetation on several maps.
  • Fixed remaining instances of floating grass in corners of combat maps.
UI
  • Updated colors of concussion and impact damage numbers for consistency with mech customization screen.
  • Fixed machine gun projects in the workshop using the SMG sprite.
  • Fixed delayed fragmentation submunitions not being displayed in the shot count when inspecting weapons.
  • Fixed some cases where comparing pieces of equipment would have incorrect coloring for positive/negative changes.
  • Fixed Redback boss listing it’s side launchers as turrets.
  • Fixed a rare case that could cause the game to get stuck during the overworld tutorial.
Known issues
  • Tanks can get pushed under the level while crashing, making them difficult to destroy
  • All audio except for cutscene audio will sometimes not play.
  • Tooltips can flow off the sides of the screen in some circumstances.
  • Occasionally destroyed mechs are flung around the map after viewing replay mode.
  • On launch, it seems audio is occasionally not playing on the main menu and in gameplay except for cutscenes. If you do encounter this please relaunch your game.
  • There is a chance of the province liberation event being interrupted by other post-combat events, meaning the opportunity to participate in the parade is not given to the player when the province is won.
  • Some events do not end correctly - this could be caused by playing with an older save file.
  • Sometimes patrols can get stuck behind the mobile base without engaging in combat. This can be resolved by entering liberated territory briefly.
  • Performance issues are common.
Detailed balance notes
  • ▲ Adjusted balance of beam weapons:
    • BM1 Sunswarm: Damage buildup reduced from 2 > 1 Turn rate limit reduced from 10.5 > 14
    • BM2 Glorydog: Damage buildup reduced from 8 > 2.3 Kinetic damage per second reduced from 420 > 360
    • BM3 Alpenglow: Damage buildup reduced from 2.8 > 1 Kinetic damage per second increased from 30 > 60, Added burn status application
    • UHB Solarburst: Damage buildup reduced from 1 > 0.5 Kinetic damage per second increased from 67 > 264 Impact damage per second increased from 942 > 1050 Heat generation reduced from 296 > 225 Duration reduced from 4s > 3.8s turn rate limit increased from 4 > 8
  • ⮂ Adjusted balance of assault rifles:
    • AR1 Astra: Range adjusted from 42-74m > 32-77m Action duration reduced from 1.3s > 1.2s Kinetic damage per hit increased from 15 > 16 Impact damage per hit reduced from 15 > 10 Number of shots reduced from 13 > 12 Heat generation reduced from 105 > 90
    • AR2 Burst: Range adjusted from 31-57m > 24-60m Action duration increased from 0.8s > 1s Kinetic damage per hit decreased from 43 > 36 impact damage per hit decreased from 39 > 15 Number of shots increased from 5 > 6 Mass increased from 4 > 5 heat generation increased from 90 > 105
  • ▲ Adjusted balance of machine guns:
    • MG3 Hurricane: Scatter reduced from 8-23 > 8-20 Duration increased from 1.9s > 2s, Kinetic damage per hit increased from 7 > 8 added Impact damage Mass reduced from 10 > 8 heat generation reduced from 140 > 130
    • MG1 Typhoon: Duration reduced from 2.5s > 2s Kinetic damage per hit increased from 7 > 8 Number of shots reduced from 40 > 35 Mass increased from 3 > 4 Heat generation reduced from 150 > 120
    • MG2 Torrent: Scatter reduced from 9-19 > 8-19 Range increased from 30-53 > 30-55 Duration reduced from 3 > 2.5 kinetic damage per hit increased from 10 > 12 Impact damage per hit increased from 5.7 > 8 Shots reduced from 35 > 30 heat generation reduced from 160 > 130
  • ⮂ Adjusted balance of sniper rifles:
    • SR1 Midway: adjusted scatter from 4-13 > 3-15 Increased range from 87-125m > 88-133m Increased duration from 0.7 > 1 Decreased kinetic damage per hit from 125 > 110 Decreased concussion damage per hit from 8 > 7 Added small amount of impact damage
    • SR2 Lock: Increased scatter from 3-14 > 3-15 Reduced range from 94m-139m > 93m-137m reduced impact damage per hit from 80 > 25
    • SR3 Dice: Decreased scatter from 2-20 > 2-15 Increased range from 84m-132m > 93m-145m Increased duration from 0.7 > 0.9 Increased kinetic damage per hit from 120 > 200 increased concussion damage per hit from 5.1 > 9 decreased impact damage per hit from 100 > 70 increased mass from 4 > 5
  • Adjusted balance of UHMG:
    • Scatter increased from 2-8 > 3-8 Optimal range reduced from 73-111 > 70-102 Reduced concussion damage per hit from 0.4 > 0.1
  • ⮂ Missile launcher changes:
    • Guided missiles deal a bit more concussion damage, less impact damage
    • Unguided missiles deal a little less concussion damage, more impact damage
    • ML10 Starburst: concussion damage per missile reduced from 0.8 > 0.6 Impact damage per missile increased from 40 > 50 Range changed from 2-140m > 30-110m
    • ML1 Slug: concussion damage per missile reduced from 8.4 > 6 Impact damage per missile reduced from 130 > 80 Range changed from 93-277 > 72-164
    • ML6 Hornet: Concussion damage per missile increased from 1.5 > 2.3 impact damage per missile reduced from 50 > 40 Range changed from 2-200 > 46-138
    • ML3 Snail: Impact damage per missile reduced from 100 > 60 Range changed from 2-200 > 63-167
    • ML-X4 Scythe: Range changed from 2-250 > 62-158, Missile flight speed reduced
    • ML-X9 Hydra: Range changed from 93-277 > 72-168
    • MLS5 Direct: Impact damage per missile reduced from 65 > 35 range changed from 2-200 > 24-92 Heat generation reduced from 135 > 80
    • MLS1 Oneshot: Concussion damage per missile reduced from 6.3 > 4 Heat generation reduced from 130 > 90
    • MLS8 Cluster: Now fires unguided missiles heat generation reduced from 100 > 60
    • MLS5 Rapid: Concussion damage per missile increased from 1.3 > 2 Impact damage per missile reduced from 35 > 20 Number of shots reduced from 6 > 5 heat generation reduced from 130 > 100
  • ▲ Adjusted balance of secondary weapons:
    • HGA Spark: Range adjusted from 24m-38m > 12m-45m Added charged status application heat generation reduced from 90 > 80
    • HG1 Granite: Range adjusted from 46m-62m > 11m-38m Kinetic damage per hit increased from 15 > 30 heat generation reduced from 90 > 80
    • HG2 Firestarter: Scatter reduced from 15 > 6 Range adjusted from 27m-39m > 12m-42m kinetic damage per hit reduced from 15 > 10 Impact damage per hit reduced from 150 > 40 Added burn status application Increased shots from 2 > 4 reduced heat generation from 90 > 80
    • HGS Stand: Range adjusted from 26m-42m > 12m > 42m heat generation reduced from 105 > 95
    • SMG1 Tactical: Scatter adjusted from 17 > 12-15 Range adjusted from 17m-30m > 14m-38m mass increased from 2 > 2.2
    • SMG1 Mobile: Scatter increased from 6 > 7-8 Range reduced from 30m-53m > 17m-47m mass reduced from 2 > 1.8
  • ⮂ Adjusted armor module slots:
    • Arrow L: Torso = Mobility Legs = Mobility Arms = Defensive
    • Arrow M: Torso = Mobility
    • Knox L: Torso = Defensive Legs = Defensive
    • Knox M: Arms = Defensive
    • Knox H Arms = Defensive
    • Hakobu: Torso = Defensive Legs = mobility
    • Tsubasa: Legs = mobility Arms - offensive
    • Bein: Torso = offensive Legs = offensive arms = offensive
    • Blackbird: Legs = defensive arms = defensive
    • Elbrus: Legs = Mobility + Defensive
    • Helge: Torso = Defensive
    • Asgard: Legs = offensive
    • Vidar: Torso = Defensive Legs = defensive arms = defensive
 

lightbane

Arcane
Joined
Dec 27, 2008
Messages
10,289
The patch sounds interesting, although these heavy missiles sound OP. Is there a must have mod for this game? Shame the AP system was dropped.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,706
Location
Grand Chien
This game was like a tech demo of interesting concepts and mechanics, attached to a placeholder game

The music was great tbf
 

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