Supporter Upgrade + Patch 2.1 + Mod SDK Update
[p]Hello Brigadiers! We've been blown away by all the kind words and the overall reception of the 2.0 update. You all showed up in your droves and brought so many new players with you too. Phantom Brigade has never been more hype, thank you![/p][p]Before the team is off for a well-deserved break over the holidays, we've been putting together two surprises for you: a Supporter Upgrade for die-hard fans, and our first patch addressing difficulty balance, stability and a few extra QoL features (scroll down for our detailed patch notes).[/p][p][/p][h2]Supporter Upgrade[/h2][p]Love Phantom Brigade and looking to show your support for our team in an extra special way? This upgrade lets you stand out on the battlefield with these optional cosmetic options:[/p]
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But most importantly, you’ll be directly supporting the ongoing development of Phantom Brigade. If this sounds like something that you're into, thank you so much! If not, just continuing to play and share your good vibes with us and your friends is awesome
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- [p] Exclusive look for your mobile base, both inside and out[/p]
- [p] Exclusive helmet for your pilots[/p]
- [p] Exclusive liveries for your mechs[/p]
- [p] A heart on the main menu, because your support made our day a little brighter
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But most importantly, you’ll be directly supporting the ongoing development of Phantom Brigade. If this sounds like something that you're into, thank you so much! If not, just continuing to play and share your good vibes with us and your friends is awesome
[dynamiclink][/dynamiclink][/p]
EDIT: ALSO... ONE MORE THING.
[p](you'll want to check this out, we promise)[/p][p][/p][h2]Patch 1: 2.1.0-b7989 [/h2][p]Our first proper patch! We've been reading every single one of your Steam reviews, forum posts and bug reports. All this feedback is amazing and really helps us hone in the most important parts. Thank you, keep it coming, and we'll get back to reading it after the break.[/p][p][/p][h3]🔧 Modding Update[/h3][p]We have exciting news for those of you who like to use or create mods! We have updated the Mod SDK to support Phantom Brigade 2.x. The updated SDK can upload your mods to the Steam Workshop (now reopened!) and allows you to modify everything new in PB 2.x, from adding new provinces and changing the campaign to adding new events and pilot traits.[/p][p]If you have previously downloaded the beta version of the 2.0 SDK over the past few weeks, make sure to update to the latest release from the [c]main[/c] branch to get all the changes aligning with PB 2.1. Make sure to check the updated Wiki for documentation and new tutorials. We look forward to seeing what you create![/p][p][/p][h3]🆕 New Content and Features[/h3]- [p]Added the ability to skip the tutorial when starting a New Campaign[/p]
- [p]At any time during the first province tutorial, it's now possible to skip the tutorial by going into the pause menu and selecting 'Skip Tutorial'[/p]
- [p]This will move you to the end of the tutorial with all the gear you would have gotten (essentially starts a Quick Start campaign)[/p]
- [p]Added a new Difficulty setting: Pilot Fatigue Chance[/p]
- [p]This can be changed at any time in the difficulty settings[/p]
- [p]0% chance means no pilots will gain fatigue, 100% chance is the default behaviour[/p]
- [p]It's also possible to have pilots sometimes gain fatigue via the 25%, 50% and 75% settings as well[/p]
- [p]Added two new Game setting in options: Damage Scrolling and Damage Priority[/p]
- [p]This was a highly requested QoL feature that we definitely wanted to get in for this patch! Thanks for waiting[/p]
- [p]Damage Scrolling[/p]
- [p]You can now entirely disable stat scrolling on weapons, or customize the speed at which the numbers change[/p]
- [p]Damage Priority[/p]
- [p]You can change which damage stat (per second, per action or per hit) is displayed first[/p]
- [p]Added Endless Mode to post-game[/p]
- [p]After liberating all provinces in Fyrland, Kaskad will begin a counterattack on a few select provinces[/p]
- [p]As long as you want to keep liberating provinces, they'll keep attacking[/p]
- [p]You could feasibly play forever if you wanted![/p]
- [p]Important: if you have already completed the game, you will need to reload your final [c]Before Travel[/c] save file to continue in endless mode - loading a save file from within the final province of the campaign will not allow you to continue due to overworld initialization already having taken place[/p]
- [p]Added a ton of new base upgrades that were intended for 2.0, but didn't get finished in time[/p]
- [p]Camp duration reductions[/p]
- [p]Normal overworld driving speed increases[/p]
- [p]Overdrive speed increases[/p]
- [p]Overdrive dissipation increases[/p]
- [p]Salvage bonuses[/p]
- [p]Workshop projects completed on victories[/p]
- [p]Workshop projects completed on defeats[/p]
- [p]And finally, an updated .exe icon with our 2.0 logo[/p]
- [p]Changed the equipment available when starting a new game via Quick Start[/p]
- [p]Now, all equipment that is gained during the tutorial is rewarded immediately in Quick Start[/p]
- [p]Pilots will be randomly awarded experience based on the final experience levels of pilots in tutorial (it's different every time though!)[/p]
- [p]Removed the tutorialization regarding the overworld from Quick Start[/p]
- [p]Changed which missions have forced escalation[/p]
- [p]This was artificially inflating the difficulty of some missions - some missions had promoted squads when they shouldn't have[/p]
- [p]Only Assassination, Demolition and Break-in will have promoted squads at 1 star now[/p]
- [p]Changed how unit integrity is summarized at the end of combat to no longer include shields[/p]
- [p]Damage is now summed up only on body parts and backpacks[/p]
- [p]Rebalanced the difficulty spike post-Western Pass[/p]
- [p]Major Payload's first and second loadouts were swapped so that guided missiles are not used in the first mission he appears in[/p]
- [p]Adjusted the heat dissipation values of armour equipped by the Experimental and Spec-ops factions to lower the firing rate of high-heat weapons such as railguns[/p]
- [p]Reduced the number of units per Spec-ops squad that can spawn with a railgun[/p]
- [p]Rebalanced the cargo carrier mission in the Western Pass[/p]
- [p]Turrets level lowered to 1[/p]
- [p]Flanking tanks level lowered to 1[/p]
- [p]Flanking tanks loadout swapped to the Oneshot ML[/p]
- [p]Player squad limit was increased to max (4 mechs)[/p]
- [p]Player squad starting positions are now spread across both sides of the carrier[/p]
- [p]Rebalanced the costs of the base upgrades[/p]
- [p]If you already unlocked them, they'll stay unlocked[/p]
- [p]Fixed backpacks not having liveries[/p]
- [p]Fixed an issue in the backpack rarity weight table where the chances of dropping an uncommon or rare backpack as loot were basically zero[/p]
- [p]Fixed enemy squads in the patrols of breakthrough provinces sometimes not having weapons when spawning (due to a faction mismatch)[/p]
- [p]Fixed cutters having inverted hit detection[/p]
- [p]Fixed a softlock that could occur when a save was made while the base was in interaction distance of a point of interest on the map - returning from the base menu in this state would prevent any further actions[/p]
- [p]This was a regression from 2.0.3 patch and IS retroactive - any impacted saves should now be fixed[/p]
- [p]Fixed turns being allowed to execute and new actions being allowed from replay mode if a new unit was selected[/p]
- [p]Fixed the 'Display Autosaves' box disappearing if it was checked and only autosaves existed[/p]
- [p]Fixed an exception related to overworld UI that could get the user stuck in the fog of war[/p]
- [p]Fixed enemy pilots being unkillable under specific circumstances[/p]
- [p]Fixed UI not updating when a pilot had their trauma limit modified[/p]
- [p]Fixed duplicate death crashes being calculated and dressed with effects twice[/p]
- [p]Fixed behaviour of mechs after ejection being inconsistent[/p]
- [p]Fixed concussed units sometimes getting up after crashes[/p]
- [p]Fixed ejection during a crash potentially causing animation issues[/p]
- [p]Fixed a number of small bugs related to crashing and collisions to reduce extreme behaviours[/p]
- [p]Fixed units falling through indestructible points (in particular pits in the power plant map)[/p]
- [p]Fixed collision trigger events generating even when they could not be resolved - may slightly improve performance when many units are dead on a map[/p]
- [p]Fixed units getting stuck in a crash loop until they were dead[/p]
- [p]Fixed units ragdolling and getting detached from their in-world positions[/p]
- [p]Fixed a handful of typos in various languages[/p]