Does this get explained later?
yeah everyone rages over it3. Does anyone else think its weird that jumping and breaking through windows doesn't raise alert or even suspicion?
I think the issue here is that assault ought to be always available, especially if interruptions and tailing missions expire. I guess Kacper Szymczak wanted to avoid loss spirals that happen when you are unable to mount assaults because no one is in range, I don't see that as a complete possibility, given that even without planning your dudes will end up distributed all over the map anyway. Oh well.Teleporting agents to assault missions seems to trivialize the strategic game
Yup. Especially with the cleaner support item, which seems to prevent your agent's from ever acquiring heat even in combat missions.Exactly, heat is trivialized by assault teleportation, and heat was supposed to be CF's version of LW-style fatigue for team cycling.actually you dont have to bother with forged passports as your a-team is unlikely to travel anywaybringing your A-team to a tactical event is heat, which is just money
Don't bother us, we are playing PathfinderSo... Really recommended?
Aren't simulationism and determistic systems kind of antithetical?So... Really recommended?
FWIW I was salivating with anticipation over this game and bought it at launch, but about 1 chapter in I decided to stop and wait for mod support and more simulationism.
Eh? You get the same xp whether you take people down or shoot them.guns blazing gives double xp(or more like stealth gives half).
That makes sense, but I thought you were talking about the approach, not the end results: Invisible Inc may be consistent in these areas, but it is not simulationist.Aren't simulationism and determistic systems kind of antithetical?So... Really recommended?
FWIW I was salivating with anticipation over this game and bought it at launch, but about 1 chapter in I decided to stop and wait for mod support and more simulationism.
If you're ok with agents arbitrarily allowed to teleport around the world in some instances but not others, and with agents ostensibly in stealth but breaking glass and climbing through windows in full view of passersby, then sure by all means narrowly focus on the combat system.
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Patch 1.0.8 | Scare Tactics DLC | Dev Livestream
29 October - CFG_Hitch
Greetings, Agents!
Patch 1.0.8 & Scare Tactics DLC go live
We are back with another set of updates and additions to mark the upcoming Halloween season! You may find the detailed description of all the improvements and changes below. As always, we want to thank you for your ongoing support, suggestions, conspiracy theories and being a community any Developer would envy.
Get into the spirit of the season and bolster your agency with Spooky Spooks and Pumpkin Spies!
- New, Halloween-themed character customization options: new hair and eye colors, face painting and unique.. headgear
- For a short time Halloween-themed models and textures will appear throughout the tactical levels so keep an eye out!
Dev Livestream
Furthermore, we are delighted to invite you to our Hideout for a Dev Livestream today at 18:00 CEST. Flamingo and obj_dude will be playing Phantom Doctrine, answering your questions and having fun with you. There is also a chance that we'll convince them to use some of the props we slipped into the streaming room...Hope to see you there!
The stream will be available on Phantom Doctrine's Steam Page:
https://store.steampowered.com/app/559100/Phantom_Doctrine/
Or on Good Shepherd Entertainment's Twitch channel:
https://www.twitch.tv/goodshepherdentertainment
Improvements:
Bugfixes:
- A pack of new character customization options has been added: headgear, clothes and accessories
- Two brand new multiplayer maps: Unit ‘Theta’ and Safehouse
- The Loadout Screen now has buttons to strip non-participating Operatives of their gear, deselect the tactical team and clear the Support section, all for a more streamlined experience
- Added new warning pop-ups after selecting “Restart”, “Exit to main menu” or “Exit to desktop” from the pause menu
- Exiting from an active multiplayer game requires confirmation
- Selected multiplayer maps are now visualized in the lobby
- Unlocking of Body Engineering compounds has been tweaked and improved to facilitate access to early game unlocks later on
- Items obtainable early in the campaign are now more readily available in late game
- The “Actor” perk can now be switched in the main menu to work the way it used to post-launch (disregarding the enemy Agents field of view)
- The pop-up window in strategic gameplay about new secrets can now accommodate up to 4 lines of text
- The list of aliases used in Secret Files has been significantly expanded
- Technologies unlocked by campaign progress now have a ‘New’ marker visible
- Formatting of descriptions for Technologies in the Workshop has been improved
- The delay before arrival of reinforcements has been corrected at the beginning of the KGB campaign
- Buttons on world map pop-ups have been adjusted to match the text size for their corresponding choices
- Navigational buttons in the multiplayer session setup screen have been improved
- The ambient sound in hideout facilities has been adjusted
- Health bar in action camera view has been repositioned
- Placement of targets behind high cover during incoming fire has been improved
- Line of fire in full auto mode to targets behind cover on higher floors has been tweaked
- Improved wind sway animations for potted plants
- Improved movement and idle animations for female Operatives
- Idle animations improved for civilians standing by tables
- Use animation for Heartbeat Sensor
- Miscellaneous animation and model improvements for the character customization process
- Multiple minor localization tweaks and fixes
If you encounter any issues, wish to chat about Phantom Doctrine or just poke the Devs, our Official Discord Server[discord.gg] is always the best place to visit.
- Eliminated a potential blocker in chapter 6. of the campaign
- Solving two secret files at once no longer causes any issues
- Reassigning agents between jobs using key bindings will no longer causes rare issues with progression
- Miscelanneous fixes and stability improvement
- Vancouver’s icon will no longer be obscured by UI text
- Infirmary can now correctly be fully upgraded
- Buttons now display correct states on side story pop-ups in the world map
- Deployment zones can no longer be switched using the pause keyboard shortcut
- A character’s make-up will now be correctly visible on all screens
- The game can no longer be saved in the deployment phase
- Controller inputs will no longer be registered on game loading screens
- Improved descriptions for “Respiratory” and “Sensory” Operative stats
- Improved and clarified descriptions for tooltips on the Loading Screen
- The number of secrets to be found will now correctly decrease when an enemy
- Miscellaneous improvements to tooltips, labels and descriptions
- Clothes will now fit agents of all body types correctly
- Agent portraits repositioned in the location window to correct a minor issue in English and French versions
- Miscellaneous improvements and fixes for graphics and displays