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Turn-Based Tactics Phantom Doctrine - "tactical Cold War conspiracy thriller" by Hard West devs

Jinn

Arcane
Joined
Nov 8, 2007
Messages
4,966
Been talking with Alienman about his frustrations with the Awareness system, and I have to say that now that it has clicked for me, I love it. It adds a whole new element of complexity that demands the careful attention of the player. You can't just keep performing action after action, plowing into your enemies. You need to think like a special agent, plan your movements and actions carefully, and know when to take cover and "regain" your awareness of the situation. It's just really interesting and neat to me that there is a recoverable mechanic tied not only to action, but your ability to take less damage/take advantage of cover. Fits the theme and gameplay very well.

Really enjoying the game so far, and really glad that it's not the type of game to hold my hand.
 

mwnn85

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Joined
Aug 14, 2017
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210
I've got this running under Wine 3.13 + DXVK 0.65 out of sheer curiosity - not because I thought it would be a pleasant experience compared to native.

Small number of graphical quirks; the constant sound glitching is intolerable but it's actually working.
Other than that it appears to run surprisingly well.

Will Vladimir ever get to tackle to conspiracy?
https://imgur.com/a/IlfXKIF
 
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Infinitron

I post news
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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
https://www.pcgamer.com/phantom-doctrine-review/

PHANTOM DOCTRINE REVIEW

Phantom Doctrine grabbed my attention the moment it made me brainwash one of my own spies.

It all went wrong in Kiev. A security camera spotted one of my disguised agents snooping on a computer terminal. The base went on alarm. Soviet guards nearly killed my whole team, but with a little help from a smoke grenade, I was able to get almost everyone to the extraction point. Agent Wildfire didn't make it. Left bleeding out in an alley, she's captured by the enemy. One of my best, gone.

Or not. Four days later, Wildfire shows up at the doorstep of my secret base. She's banged up but ready to resume work. The problem is I have to assume that she was turned by the enemy, made a mole in the time she was away. The only way I can be sure is to wipe her brain. I have a base facility just for this purpose, a room dedicated to interrogation and mind control of friend and foe.

Double-crossed
Phantom Doctrine is a stranger XCOM with rougher edges. The combat doesn't compare favorably to Firaxis' cinematic chess game, and it does little to explain core systems that differentiate it, like stealth and detection. As you approach the end of its 40-hour campaign, each infiltration mission begins to feel like the last. It reminds me a lot of Jagged Alliance—occasionally brilliant moments emerge from unpredictable systems and opaque rules, but more often I just felt bored.

At the beginning of a campaign you decide if your main character is ex-CIA or ex-KGB, and this choice of background sets up a distinct intro to the bad guys, a conspiracy group called The Beholder Initiative. When you're not playing the turn-based portion of Phantom Doctrine, you're engaged in a pausable global boardgame against this shadowy opponent, moving your agents between cities like pawns, playing whack-an-actual-mole as Beholder agents try to locate your base or deny you access to NPC informants. There's a ping in Havana—should you send just one agent to check it out, or divert a whole team? This metagame portion of Phantom Doctrine becomes a slight mess of alerts and micromanaging by the end of the campaign, but it adds good urgency along the way.

A more pleasant non-combat task is the conspiracy board. Your cabal uncovers piles of documents during missions or as a passive task inside your hideout, and this intel takes the form of an honest-to-goodness fullscreen corkboard where you have to click-drag lines of yarn between documents. It's a word matching mini-game, but a strangely captivating one. The gesture of moving papers around made me feel like a crazed Charlie Day as codenames swirled around in my head, and it's a nice payoff when you crack a dossier to push the plot forward.

When Phantom Doctrine leans into its theme like this, it reminds you of how much interesting unexplored territory there is in the spy genre. It's unfortunate that such a core component—the spies themselves—are underdeveloped.

In and out of combat, it's an identity crisis for your spies. Because agents all pick from the same perks and weapon training and can carry any weapon, I struggled to build fun specialists like ace snipers or close-range assassins. I would've loved to see something like a skill tree that let you spec agents down separate careers. It also hurts that the agent hiring menu continually serves up high-level, powerful spies, offering instant upgrades over the characters I'd invested hours into.

A couple of odd design decisions make it even harder to create unique agents. Melee takedowns are powerful in Phantom Doctrine: any agent can execute an instant one-hit-kill as long as they have more HP than their target. Perks that increased HP or damage resistance became no-brainers, and I was presented with few tough choices when leveling up.

Pair this with the "Actor" perk, and a disguised agent (you usually get one disguise per mission) is effectively invisible to all enemies. It felt like having a cheat code—no mission has a time limit, so I could usually comb the map for loot at my own pace, judo-chopping the most troublesome enemies and hiding their bodies at the expense of tension and uncertainty. Erratic spawn locations occasionally made this even easier: on one story mission my undercover agent spawned one move away from the main objective.

A related issue is mission variety. For the first dozen or so hours I felt like I was being presented with a spectrum of tough encounters: rescuing a captive informant, killing or capturing an enemy agent, assaulting an enemy base, breaking in to recover intel. I like the way that ambush missions, like the XCOM 2 scenarios by the same name, pulled the rug out from under me, asking me to escape a warehouse or other facility without my best agents, without my best gear equipped, and totally outnumbered.

Over time, however, the threats Phantom Doctrine throws at you feel one-dimensional. After an alarm is triggered, a squad of heavily-armed reinforcements drop into the map, often hidden from view. Things can certainly go belly-up when four or five extra enemies appear, especially if one of your agents has already been incapacitated. But maybe half the time that these reinforcements threatened me, I was able to throw a single frag grenade that annihilated all of them.

If that didn't work, I could thin them out safely with the off-screen support Phantom Doctrine hands you. As long as you perform a pre-mission surveillance job on the world map, you can bring aid like silenced snipers or gas grenade lobbers that are called in like Call of Duty killstreaks. I wish there was a more interesting consequence to using these deadly tools. Although you're penalized for not making it to your extract quickly enough, those penalties are pretty easily erased post-mission by just spending money, Phantom Doctrine's only major resource, to relocate your base or forging new passports for agents who've accrued too much heat.

Spies like us
Although it's a bit sparse, the story wrapped around these combat encounters kept my interest. CreativeForge elegantly weaves a fictional conspiracy into Cold War history, and the plot avoids getting bogged down in convoluted geopolitics or diverging completely from reality. It's pleasantly gritty.

However, my favorite story moments are the branching micro-choices Phantom Doctrine sprinkles throughout its campaign, text vignettes that randomly target members of your team. When I got a notification that Agent Wraith might not have been completely honest about his ties to the NSA, I had to choose whether to spend money verifying the truth, confront him, or execute him. Another time, I got a tip from an alcoholic ex-husband claiming that one of my spies was a double agent—do I believe them, or do I interrogate the spouse? And in another case, I had to decide whether to let an agent rejoin her heist crew for one last job.

These are delightful twists. If only Phantom Doctrine would've doubled-down on these moments of flavor, made them more frequent, or more permanent in their effect, my agents might have felt like genuine characters with histories, not collections of stats behind a portrait.

The same is true of the twists that can activate during combat, which desperately need an exciting layer of presentation around them. One of the biggest payoffs in the game should be 'activating' an enemy who you've captured, brainwashed, and then—dramatic reveal—converted to your side mid-mission. But there's no fanfare, dialogue, or musical stinger to accompany this moment. You simply gain instant control of the enemy, the game's code coldly transferring ownership as if it were an ordinary moment.

It sucks that so many of Phantom Doctrine's good ideas are underdeveloped. Completing missions undetected made me feel clever, but melee takedowns are a skeleton key for combat. The random events that target your agents present fun choices but are ultimately fleeting. Interrogating and mind-controlling enemies seems dark and interesting, but mostly amounts to buttons and icons on menus.

Phantom Doctrine is a mediocre strategy game, but it manages to make a convincing case that we need more spy games that lean into the mechanics and meaning of espionage.

THE VERDICT
62

PHANTOM DOCTRINE
A promising setting and clever systems are let down by simple enemies, simpler characters, and strange balancing.
 

Jinn

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While I don't feel a 5/5 review is warranted for Phantom Doctrine, I found this review to be much more accurate and informative than that vague PC Gamer piece by Evan Lahti.

https://www.strategygamer.com/reviews/phantom-doctrine/

thrown from the lit windows of the base we’re about to infiltrate. The facility has been under surveillance for a few days, tactical recon providing crucial details on layout and personnel. We know where the enemy agent is, but security cameras and civilians still pose a threat.


We’ve a covert agent inside, tasked with scoping the complex and filling in our tactical blind spots. Our target? An informer, looking to be extracted and taken into the employ of the agency. The threat? An enemy hitman, with the mark being our man. He’s loose in the building, and it’s a race against time to dispatch him and get our informer to the evac point. Local security are unaware of what’s about to go down, and we’d like to keep it that way.

But Phantom Doctrine deserves to have its cover blown, because it’s fantastic.

PhantomDoctrine01.jpg


At a glance, Phantom Doctrine is a Cold War-themed XCOM of sorts, where you build a team, conduct operations from a command centre, monitor global events and eventually get your hands dirty in intimate, complex locations. There’s an economy to manage, compromised agents to consider, enemy movement to surveil and interrupt, training to undergo and intel to parse. But the more I played, the more I drifted away from its immediate genre companion. Sure, a good place to start, but Phantom Doctrine is as much Jagged Alliance, Spycraft, Sid Meier’s Covert Actionand MI6 Football Manager as it is XCOM, such is its breadth.

It’s the early Eighties, and the Cold War remains in full swing. Phantom Doctrine presents a marvelous pastiche of cinematic standbys, but it never overflows into parody. Stylised, sure, but never a farce. Starting as either a rogue CIA agent or former KGB operative, the campaign weaves a tale of international intrigue. Clandestine operations and major players with sinister plots, all leading towards thwarting a clash of superpowers. It would be not just a shame to explicitly list the way the campaigns unfurl, but given how dynamic the plot pieces are, it feels like a disservice to illustrate all but the broadest of strokes.

Players start with customizing a character, then undertaking a sheer but informative tutorial. Thereafter, so begins a hefty and highly varied campaign, split between the meta-game of agent and op management, in addition to the nail-biting elegance of tactical turn-based combat. Walther PPK to the head, I couldn’t tell you which side of the game I enjoy more, as each is equally engaging.

PhantomDoctrine14.jpg


The safe house is akin to the base in XCOM. It houses operatives not out in the field, offers a place for training, forging, hospitalizing, parsing intel and several other crucial elements. Crew quarters offer agent loadout customization and training, allowing agents to specialize in several pretty significant capacities. You’re able to opt agents into training regimes that are measured in both cash and a commitment of time. Thereafter, they’ll come out with specific weapon proficiencies, or abilities that could be utilized in either the meta-game or the tactical missions. Moreover, an agent’s traits might not be immediately recognized, and rise to the surface after a few ops. It’s a great system, and leads to some pretty great choices when assigning agents to specific tasks – either at home or in the field.

But getting an agent’s hands dirty is only half the mission. Phantom Doctrine is fueled by intel. Be it sending agents on recon, stakeouts, capturing enemy agents or receiving information from informers, everything hinges on analysis. At a glance, the game's intel analysis is somewhat superficial. In a classic Carrie Mathison-style corkboard, players must connect keywords gleaned from documents and photos sourced from the aforementioned sources. A case might not be cracked in one sitting, and field work – be it garnered indirectly or actively lifted during tactical ops – continues to bring in the remaining puzzle pieces. Once you’ve hit the threshold of words and connected the duplicates within the portfolio, it pushes Phantom Doctrine forward. It might offer up an enemy cell HQ and auxiliary missions, or it might offer blueprints.

But what it really does is force you to examine slivers of Phantom Doctrine’s sprawling lore with a fine-toothed comb. Folders of documents come flooding in from all theatres, zebra-striped in the classic black marker of foreign office redaction. You’ve got to read every sentence, scanning for words of interest. Brimming with codenames, articles of significance, mysterious groups and events; these form the connective tissue between seemingly disparate pieces of intel, conveying the sense of a true agency at work. It’s the closest this game hews to Covert Action or Spycraft, and is all the better for it.

PhantomDoctrine7.jpg


Other sections of the headquarters let you craft gear and expand surroundings. The former offers an ever-growing array of tools for ops, such as lockpicks, grenades and silencers. The latter adds additional beds to the infirmary, or installs additional defenses to the base to bleed off any heat that trails back to HQ after a tough and bloody mission. Yes, you just might need to relocate your safehouse if it becomes compromised.

Speaking of compromised, agents also attract heat during missions. It comes down to a number of things, but primarily how well-equipped the operatives are for location-specific missions. If an agent is sent to infiltrate or observe a point of interest in Pakistan, it would be wise to set them up with a Pakistani passport and Urdu language training, otherwise there’s an increasing chance they’re going to get burned. If an agent ends up compromised, it would be wise to either keep them in the home office doing analysis or fixing them a new identity in the forging room. Thus, it becomes a game of management. Operatives on field missions have travel time, and time-sensitive ops elsewhere just might be beyond their reach if recalled. An infiltration specialist running an enemy sabotage op may not make the window to join a Port Said assault, where his or her undercover skills would be crucial. Some agents suffer mental stress. Rotation, training and knowing when to recall is key.

There are also events that pop, such as bugs being discovered in the safe house, or an agent acting suspiciously. You’re faced with a binary choice, and the outcome can have a resounding knock-on. Will you keep discovery of the electronics a secret, to continue the internal investigation until more proof presents itself? Or do you make a public show of finding the listening devices and risk the agent responsible disappearing? These are terrific little morsels that help illustrate that you’re just as at risk of being infiltrated as the enemy.

PhantomDoctrine07.jpg


AND THEN, THERE ARE THE FIELD MISSIONS
First, let me mention Phantom Doctrine’s levels. It takes a lot to wow this grizzled old operator, but all the environments on show are just sublime. I’m usually very critical of arbitrary asset placement in these games, particular as a lot of titles hinge on procedurally-generated content. Every building feels incredibly realized here. Rooms have the right density and dimensions. They’re furnished exactly as you’d expect. Military complexes, civilian hospitals, morgues, enemy safehouses, industrial haunts; each touting logical arrangement, and largely served to the player in drizzly nocturnes.

If environmental architecture is something you appreciate, Phantom Doctrine should get you nodding. It’s subtle at first glance, but without a doubt, masterful in its entirety. The field missions, be they retrievals, assassinations, defusing bombs or information gathering, all start with assembling the agents. Kitted out, as well as assigning undercover operatives if the subsequent pre-mission tactical recon has been performed, each mission generally lets a player select their deployment and exfil locales – though these might differ and are mission-dependent.

The turn-based mechanics are easy to parse, immediately recognizable to any tactical squadder fan. Players shunt their agents around the map on a grid, throttled by action points and feats. The aforementioned recon mission lets players have helpful information like enemy agent positions or other locations of note. Undercover agents also start within the confines of the target structure, with the benefit of internal visibility balanced by the risk of discovery. Maintaining stealth does put a premium on these undercover agents, and it can lead to a heavy reliance on them. But this is primarily an espionage game, and the mechanics work just as well as a turn-based stealther as a turn-based barn-stormer. The levels, in all their often-multi-story complexity, are fantastic to stalk around, with lots of halting at corners or to the side of doorways to see if the coast is clear.

PhantomDoctrine09.jpg


What also adds to a level’s difficulty is the resident civilian population. Rarely are there any locales that are purely Beholder cells. Often, they’re littered with civilian workers or local security forces, and while they’re often not sharp enough to spot an undercover agent, they’ll raise the alarm if something looks amiss. Non-lethal takedowns become a better weapon than a silenced pistol, and if you’re trying to extract an informer or captured enemy agent, a gentle tap on the head can solve a lot of problems. But it’s not just civilians. There are other high-tech security measures in place, and much like in Klei’s marvelous Invisible Inc., being able to target the control consoles to shut down infrared alarms or security cameras makes a squad’s job a lot easier.

When the proverbial hits the fan, though, this game's incredibly lethal gunplay kicks off. The game features oodles of weaponry, and a similar level of attachments and combat gear. Those extremely detailed environments become arenas for running gun battles, alarmingly punitive but rarely a dull moment. Agents sport two weapons – with weapon preferences reaping increased proficiencies – as well as a bag of gear. Atop that, each operative has a number of different actions, dependent on training and their inherent skills. Some members tout increased overwatch reactivity, others enjoying increased firepower from cover and so on. Phantom Doctrine’s intricacies rival the great Jagged Alliance 2 in terms of squad interplay, just minus the relationship minutiae.

Two elements of Phantom Doctrine’s combat really stand out, namely the overwatch mechanic and breaching. Overwatch is exactly as it sounds, with a detailed direction assigned for agents to cover during the enemy turn. It draws from an agent’s awareness pool, a decent proxy for stamina, which favours the focused over the strained. Plus, Phantom Doctrine’s overwatch just looks damn cool. A cinematic zoom slowing down the engagement with your agent stepping out and firing on their foolhardy interloper.

PhantomDoctrine02.jpg


Breaching lets multiple agents expend their action points and awareness on a door-kicking adventure to take an area. One agent initiates the action, and any applicable nearby comrades can be selected to engage on confirmation. Participants are given destinations inside the area, as well as designated targets if they’re visible. Once the player is happy with this Rainbow Six-reminiscent planning, it’s all about hitting that button and watching your little gang storm the room. What’s more, if you’ve the means, the rim-fire silencer attachment is king in these brutal, surgical events. Helps keep nearby thugs from hearing too much and joining the party. Engagement ranges are longer than your average TBS squadder, which makes scouting extra crucial. There’s also the option to have off-map support, such as snipers or an overseer able to mark unknowns from a particular vantage point, helpful in a pinch or just to make sure.

Generally, once an alarm has been triggered, it’s time to enact a fighting retreat to the exfil point. Security forces and enemy agents will keep coming in waves, as well as heavy off-map events like helicopter gunship strikes that terrorize anyone caught in the open. Line of sight isn’t immediately apparent in, and if there’s one issue, it’s coming to terms with how some cover is seemingly measured. I’ve had operatives in half-cover at a second-story window, but were still able to receive considerable damage from a nearby gunman below on the street. It’s not perfect, but the map intricacies more than make up for the rare moments of head-scratching.

PhantomDoctrine15.jpg


Alongside the odd cover snafu, I can’t level any serious criticism toward the tactical side. I mean, it feels pedantic to mention that an undercover agent can smash their way through a window to enter a building, and security forces won’t bat an eyelid. Or an agent being able to throw an enemy operative or a wounded comrade over their shoulder and leap down from a second-story to the ground as though it were nothing. It’s just tiny, negligible inconsistencies in a top-shelf game.

Phantom Doctrine is one of the most ambitious games in recent memory. A sprawling, globe-trotting espionage thriller, nesting deft tactical mechanics in a deep pastiche of everything we love about hard-nosed spy fiction. CreativeForge Games have combined the likes of Commandos and Spycraft, Spooks and The Americans, John le Carré and The Falcon AND the Snowman, with the resulting product being the best game I’ve played in a long time. To say this is essential strategy gaming is an understatement.

5/5
 

Jinn

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hey Kacper Szymczak game doesnt launch properly on multiple screens setup. It doesnt recognise main display and launches instead on most left one. Highly annoying as you either unplug extra displays or on each launch change graphic settings few times

Interesting. I have a multi-display setup too, but haven't had that problem at all. I have a GTX 1060 6gb, for reference.
 
Developer
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Hey!
Thank you for the nice comments and thank you for badmouthing the reviewers that gave us lower scores <3

Just had a game over on ironman, because my guy is forced to take damage if he has no awareness, and well, if you wanna fight back you have to spend awareness. Awesome combat system...
Do you hide and regen after getting shot or stuck out like a sore thumb hoping under-the-table-RNG-hax to save your ass? Fall back, use focus, circular overwatch, and you'll be just fine.
And don't start an ironman mode run if you didn't figure out the game mechanics yet o_O

hey Kacper Szymczak game doesnt launch properly on multiple screens setup. It doesnt recognise main display and launches instead on most left one. Highly annoying as you either unplug extra displays or on each launch change graphic settings few times
Please, please, please send it over to support@creativeforge.pl - I'd be a redundant middleman in the loop.
But if you don't feel like contacting them directly, say the word and I'll take it from here.
Thanks! <3
 

Jinn

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Do you hide and regen after getting shot or stuck out like a sore thumb hoping under-the-table-RNG-hax to save your ass? Fall back, use focus, circular overwatch, and you'll be just fine.
And don't start an ironman mode run if you didn't figure out the game mechanics yet o_O

This is what I was trying to say, Alienman. It doesn't seem unreasonable that you'd have to learn something new about the mechanics of this game before you were able to get into it, especially if you were approaching it with a pre-conceived notion of what it is, despite it never claiming to be what you were expecting. That's something we encourage around here - developers trying new things and expecting their audience to be willing to learn. And yeah, choosing Ironman right out the gate, then getting pissed when things don't go your way is a strange reaction. Also, while the range on some of the LOS is a little much, if a soldier is looking for you and sees your elbow sticking out where you were last seen, they could certainly shoot off that elbow or through that wall and deal some damage. Particularly if you were rushing around and unaware of your surroundings (ie your Awareness is low).
 
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ERYFKRAD

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Is there some character skill guide or something out there for this? Wanna know how I can get my dude to get more health.
 
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Is there some character skill guide or something out there for this? Wanna know how I can get my dude to get more health.
Not yet; couple'o'tips:
* there are perks that give more health
* don't forget armor
* use chemical compounds (in body engineering) as soon as you get them (to get more: progress the story and do stuff that gives lotsa secrets, like solve investigation board files and raid and collect intel from conspiracy cells)
 

Rahdulan

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You're definitely on top of it. Are console patches a factor for parity's sake or are you releasing PC patches whenever they're ready?
 

veevoir

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The perk that gives more health is top priority in this game, due to the way takedowns work (you can only takedown if enemy HP is less).

I'd patch the actor perk out though - disguises that cannot be blown are super op.
 

Alienman

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Highly disappointing game. Too late for me to get refund too. Combat is just atrocious, and I did understand how the combat works when I died in ironman. The problem is that there is no avoiding damage except breaking LOS if you don't have awareness. But then again enemy seem to have LOS from across the map through buildings and what not. The whole thing is very immersion breaking. I didn't like Hard West so I guess I should have seen it coming, but from what I remember in that game there is actual misses. The "detective" stuff you do is disappointing too. You just have to mark words, and don't worry if you don't see all the specific words you need in the text document, just click on everything and there you go. Then you only have to connect the words and conspiracy solved.
 
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You're definitely on top of it. Are console patches a factor for parity's sake or are you releasing PC patches whenever they're ready?
Yes. Of course we release Steam patches whenever we feel like it, while GOG, Sony and MS give us a couple of burning hoops to jump through first, but they'll be coming too, asap.

I'd patch the actor perk out though - disguises that cannot be blown are super op.
Good point, but I have no clue how to do this, given it just changes one boolean value; not much room for scaling here. Unless we make it more rare, but it still doesn't change anything in the way it works.
 

ERYFKRAD

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Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Unless we make it more rare, but it still doesn't change anything in the way it works.
Can you instead make it so it merely adds a range of detection, so as long as you're out of a specified tile range, you're okay, but get too close and you're compromised.
 
Developer
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Can you instead make it so it merely adds a range of detection, so as long as you're out of a specified tile range, you're okay, but get too close and you're compromised.
Ok, this is actually a solid fix. Thanks!

Highly disappointing game. Too late for me to get refund too. Combat is just atrocious, and I did understand how the combat works when I died in ironman. The problem is that there is no avoiding damage except breaking LOS if you don't have awareness.
Ok, you seem to have a grasp of it, but it still puzzles me, sincerely.
You do have a lot of options: smoke grenades, means to boost awareness and armor into pretty much being invulnerable. Even closing doors behind you is super effective against mooks.
So given the fact that you do understand the rules, and you see means to counter the danger, where you do find the system lacking?
 

Alienman

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Man, I can tell you really tried to make a cool game, but the issue for me is not the rules per say, it's just fundamentally too abstract of a combat system for me to enjoy. It's like nuXcom but with an extra layer on top to make it even more "boardgamey". I understand people enjoy it and all. It's just not for me.

Like for an example. If I tried to make that escape that I tried with my guy in say Silent Storm, guards of course would be taking shots but it would not be a guaranteed hit for them. Bullet would be going all over the place, ricocheting off buildings and it would be a tense moment. In your game this scenario played out with 3 guards lining up shots that they just can't miss. No excitement, no tension, I knew I was dead the moment it was their turn. I was already low on awareness I think from a head-shot or something like that.
 

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