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Phantom Brigade 2.0 is Now Available!

[p]We are beyond excited to finally release Phantom Brigade 2.0 into the world. On top of a cool new logo and branding, 2.0 is a truly transformative overhaul of Phantom Brigade as you know it. Whether you’ve been playing since 2023 or are just joining the fight, now is the best time to gear up and jump in.[/p][p][/p][previewyoutube][/previewyoutube][h2]About the 2.0 Update[/h2][p]2.0 update is extensive, transforming nearly every aspect of the game, but the highlights include:
[/p]
  • [p]Fully realized pilots – Recruit pilots with over 100 unique pilot traits and abilities which allow for in-depth buildcrafting and synergies with your mechs. With a new recruitment and class specialization system, expansive leveling with varied progression trees and new visual customisation options, you can build your own flavor of deadly (and stylish) ace pilots.[/p]
  • [p]A reworked campaign – New maps, new quests and new combat scenarios along with fully rebalanced factions ensure you face varied squads with different equipment, armour and unit configurations. You have even more reason to collect new equipment and experiment with different loadouts to take on these new threats.[/p]
  • [p]Completely reimagined overworld – Explore new provinces, varied landscapes and overhauled campaign systems. New liberation and overworld mechanics, new points of interest and events, new province modifiers and improved mission generation provide a varied, constantly evolving environment to encourage players to adapt and overcome.[/p]
  • [p]A HUGE amount of community driven quality of life updates – New salvage and debriefing menus, new mission previews and reward generation, reworked workshop and crafting, improved damage logic and prediction, new options and difficulty settings, comprehensive weapon balancing, subsystem reworks and much more!
    [/p]
[p]If you’re curious about more specifics, we’ve got an INSANE list of changes, new features, and fixes at the bottom of this post, so read on.
[/p][p][/p][h2]Bundles[/h2][p]To celebrate Phantom Brigade’s 2.0 launch, the game is at a new all-time low discount of 50% off, AND we’ve teamed up with some amazing developers for bundles to give you an even better deal. [/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][h2]What’s Next?[/h2][p]Over the next few weeks, we have some time scheduled for hotfixes, bugfixing, and general balancing, so if you run into any issues, make sure to report it with Alt + B in game.[/p][p][/p][p]After that, starting in mid-December, our developers will be taking a much-needed month-long break. Bringing you 2.0 has been a massive undertaking, and the team has worked incredibly hard to deliver it. This downtime will help everyone recharge before we regroup and look ahead to what’s next for Phantom Brigade![/p][p][/p][h2]Thanks for playing![/h2][p]To all our players, whether long-time supporters or brand-new recruits, thank you. Your enthusiasm and encouragement keep us going. We hope you love what we’ve built![/p][h2]
EDIT: ALSO HERE'S AN FAQ!
[/h2][h2]Patch Notes[/h2][h2]🆕 New Content and Features[/h2][h3]Pilots[/h3][p]We've introduced a massive expansion of pilots and the role they play in combat! No longer just a name and a portrait.[/p]
  • [p]Build your perfect squad[/p]
    • [p]Level your squad up to unlock new traits and abilities[/p]
    • [p]After reaching max level, your pilot can gain a prestige rank[/p]
    • [p]Select your favourite trait, reset the rest, and keep levelling to reach Prestige again to finetune your pilot as they grow during your campaign[/p]
  • [p]Over a hundred pilot traits that impact the way you play[/p]
    • [p]Make interesting choices about stat gains and losses as your pilots level up[/p]
    • [p]Gain special abilities, like immunity to overheating or a temporary boost to movement speed (and many more!)[/p]
    • [p]Each time a pilot reaches prestige rank, they gain an increasingly powerful prestige trait unique to their subclass[/p]
  • [p]Manage the well-being of your pilots to avoid losses[/p]
    • [p]As pilots engage in combat, they will gain fatigue. Entering combat with high fatigue can make combat riskier for your pilots[/p]
    • [p]If a pilot gets taken out in combat, they gain trauma. Each trauma can change the way pilots perform on the battlefield, unlocking new strengths and weaknesses [/p]
    • [p]Each pilot has a different tolerance to trauma - a pilot who has suffered repeated traumas can succumb to their injuries and die on the battlefield[/p]
  • [p]Four new pilot classes to explore, each with two sub-types[/p]
    • [p]Each class has specific strengths and weaknesses in combat[/p]
    • [p]Pilot class also determines which traits and abilities are available as your pilots level up[/p]
  • [p]The classes are:[/p]
    • [p]Sharpshooter[/p]
      • [p]Skilled with long-range weapons, these pilots will unlock traits that increase their long range damage and improve their mech's ability to dissipate heat. Sharpshooter pilots will gain a bonus chance to deal critical damage when using long-range ballistic weapons.[/p]
    • [p]Defender[/p]
      • [p]Though they gain no bonuses with any specific weapon types, pilots of this class have increased HP and unlock traits that improve the integrity of equipped shields and the mech body itself. This allows defender pilots to tank through damage that other pilots wouldn't survive.[/p]
    • [p]Interceptor[/p]
      • [p]Close-quarters combat specialists. Mechs piloted by an Interceptor have increased movement speed. This class of pilot unlocks traits that improve short range damage and give bonuses for winning collisions. Interceptor pilots will gain a bonus chance to deal critical damage when using short-range ballistic weapons.[/p]
    • [p]Engineer[/p]
      • [p]Specializes in missile launchers and backpacks, with a knack for supportive manoeuvers. This class of pilot unlocks traits that can recover integrity on allied mechs, and improve stats on equipped backpacks. Engineers will gain a bonus chance to deal critical damage with medium-range ballistic weapons.[/p]
    • [p]Rookies can also be recruited - these novice pilots don't have a set class yet, so you'll need to bring them into combat to discover their type![/p]
      • [p]You can recruit a Rookie for a much lower cost than a pilot with an already established class[/p]
      • [p]Rookies will be able to unlock their new class after participating in a single combat mission[/p]
      • [p]Promoting a rookie to their new class will reset their health and fatigue without needing to rest[/p]
  • [p]Dozens of new visual customization options for your pilot portraits[/p]
    • [p]Added new helmets[/p]
    • [p]Added new hairstyles and updated some existing ones[/p]
    • [p]Added lip colour and face paint customization options[/p]
    • [p]Added suit colour customization[/p]
    • [p]Added pilot portrait camera angle customization[/p]
    • [p]Facial customization overhaul[/p]
      • [p]Added more detailed face customization options[/p]
    • [p]Several pilot material, texture and shader improvements[/p]
[h3]Campaign Progression[/h3][p]Work your way through occupied Fyrland, work together with the resistance to liberate every province in your path, and take back your home! [/p]
  • [p]Liberate provinces with new mechanics[/p]
    • [p]Province liberation is now divided into three distinct phases that determine the difficulty of each mission, the types of missions available, and how close you are to liberating the province[/p]
      • [p]Raiding phase: set the stage for the resistance forces and make targeted strikes against vulnerable targets. Intercept convoys, raid caches and push the enemy off balance. [/p]
      • [p]Liberation phase: take on larger operations with more enemies as open combat breaks out all across the province. Keep pushing the enemy and keep an eye out for reinforcements from other provinces! [/p]
      • [p]Showdown phase: The enemy makes their last stand. Defeat a massive Behemoth or take over an enemy stronghold to finally liberate the province![/p]
  • [p]Manage your time carefully while you liberate provinces[/p]
    • [p]The enemy is always on the move: you’ll need to keep up the pressure or lose valuable opportunities [/p]
    • [p]Carefully weigh whether stopping to recover or resupply is worth the risks[/p]
    • [p]Letting the enemy regroup might put your squad or resources at risk, reduce mission opportunities and force you to evade a pursuit [/p]
  • [p]Manage your squad’s fatigue and health as you liberate provinces[/p]
    • [p]Pilots will gain fatigue with each fight, and your mechs will sustain damage. Setting up camp and taking a breather is one of the ways to keep up the fight[/p]
    • [p]Stopping for a camp takes valuable time and camp supplies are a limited resource, so you’ll need to be careful about choosing when you camp[/p]
    • [p]Your crew can only do so much during a short stop. Make hard decisions and decide what to prioritize. At times, a pilot injury or mech damage might have to wait[/p]
    • [p]Every stop might have different outcomes. The rest of your squad and the repairs of your mechs might go differently depending on your upgrades, Hope level or even a pilot’s memories of a preceding fight [/p]
  • [p]Travel between provinces has been streamlined, making gameplay less repetitive[/p]
    • [p]Once a province has been liberated, the Fyrland Freedom Forces will take over ensuring it stays liberated. The Phantom Brigade will continue forward to lead the guerilla forces[/p]
    • [p]Approach a frontline outpost at the edge of a liberated province to travel forward and choose your next destination on the world map[/p]
    • [p]Changed how missions are displayed on the overworld[/p]
      • [p]Missions are randomly spawned instead of being placed at fixed points across each province[/p]
      • [p]All missions are visible immediately when spawned, rather than requiring hunting around in a province to find a combat scenario[/p]
    • [p]Each province now has a unique landscape to provide visual variety, and varying navigation challenges, setting it apart from other provinces[/p]
    • [p]Travel between provinces is limited to moving forward towards the Capital, rather than back towards your starting province[/p]
  • [p]Take your time or blaze straight through to the Capital[/p]
    • [p]Some provinces are optional - they won’t bring you closer to the Capital, but they’re a great chance to continue hunting for gear before moving on to more difficult stages of the campaign[/p]
    • [p]There’s no harm in skipping optional provinces - you can always come back to them after liberating the Capital[/p]
  • [p]Each province has unique features to take into account when travelling across the country[/p]
    • [p]Modifiers are a mix of favourable and unfavourable adjustments to all missions you might complete in a province[/p]
    • [p]Modifiers can change the type of weather you encounter, the difficulty of combat, the amount of salvage you might receive, what kinds of pilots are available to recruit, and much more![/p]
  • [p]Continue to play after freeing the Capital[/p]
    • [p]Though the Capital is finally free, there are still areas of the country under Kaskad’s control - you can continue to play until the entire country has been liberated[/p]
    • [p]Travel all across the country to visit provinces you haven’t yet liberated[/p]
[h3]Combat Missions[/h3][p]New and exciting combat missions with a variety of objectives and ways to play are here![/p]
  • [p]Play fourteen unique recurring mission types as you liberate each province[/p]
  • [p]Improved mission variety throughout each province[/p]
    • [p]The new mission director system keeps track of your fights and ensures that you face varied mission types, maps, difficulty levels and rewards[/p]
    • [p]Discover improved randomization within many mission types, with new enemy loadouts and modifiers keeping things fresh[/p]
  • [p]Several new combat maps with unique features like rivers and ponds to take advantage of when you're battling[/p]
  • [p]Improved visual variety depending on your location on the overworld when entering combat[/p]
    • [p]Fight during blizzards and storms, across the rocky highlands, industrial wastelands and lush forests every shade of green and gold[/p]
    • [p]New and updated biomes represent various new overworld terrains, bringing fresh colors to every fight[/p]
  • [p]Overcome the final battle of each province with a unique encounter[/p]
    • [p]New unique breakthrough missions mark key progression steps in the campaign[/p]
    • [p]Three different Behemoth-type units to fight as you move to the Capital[/p]
    • [p]Or, battle your way through an extra-difficult Breach mission in optional provinces[/p]
  • [p]Enemy forces from other factions may join the fray[/p]
    • [p]As your campaign progresses, incursion missions will start to appear during liberations[/p]
    • [p]These are special missions that feature a different faction from the one in the current province[/p]
    • [p]These missions are usually very difficult, featuring high ranking enemy units with powerful gear[/p]
    • [p]Successfully completing one of these missions can pay off with a big salvage opportunity![/p]
  • [p]You may also encounter a particularly persistent enemy pilot…[/p]
    • [p]An enemy ace pilot will sometimes deploy into missions later on during the campaign[/p]
    • [p]This pilot cannot be permanently defeated in a single encounter and will keep returning until finally defeated. They may have special abilities, so watch out![/p]
  • [p]An exciting new final Capital battle[/p]
    • [p]The Capital liberation has had major changes, with a new map and new mechanics[/p]
  • [p]Various existing combat map updates and optimizations[/p]
    • [p]Some maps were revisited and received a visual overhaul[/p]
    • [p]Distant combat backgrounds received visual polish[/p]
[h3]Codex[/h3][p]A resource for gameplay mechanics and extra lore, unlocked as you play.[/p]
  • [p]Contains articles that can be viewed at any time during gameplay (combat and otherwise)[/p]
  • [p]Refresh yourself on core gameplay concepts and read new articles about the world of Phantom Brigade and the history of the Kaskadian occupation of Fyrland[/p]
  • [p]Articles unlock as you play, so there's always something new to read no matter where you are in your campaign[/p]
[h3]Visual Improvements[/h3][p]Phantom Brigade got a new coat of paint![/p]
  • [p]Revisited all mech liveries in the game, added new liveries[/p]
  • [p]Many new unit status effects have dedicated VFX when those effects are active[/p]
  • [p]Lots of common combat VFX received visual tweaks, polish and minor optimization passes[/p]
  • [p]General VFX shader and material improvements and minor optimizations[/p]
  • [p]Under-the-hood precipitation VFX tweaks and optimizations[/p]
    • [p]Both rain and snow animate now animate in replay[/p]
  • [p]Improved the look of heavy snow surface effects[/p]
  • [p]Fixed moon appearing in the sky during nighttime (An oversight. The ring is THE moon that was shattered.)[/p]
  • [p]An array of other tweaks and fixes such as water animating during replay[/p]
[h2]🔁 Changes[/h2][h3]Tutorials[/h3][p]A refreshed tutorial experience![/p]
  • [p]The tutorial province has been reworked to cover new game mechanics and teach important concepts in greater detail. Some narrative content has been streamlined[/p]
  • [p]The tutorial covers important gameplay concepts, both new and old, so we recommend playing through it even if you are a returning player familiar with the game[/p]
  • [p]The new Codex screen provides information about key concepts and game mechanics. Keep an eye out for new articles unlocking throughout the tutorials and broader campaign![/p]
[h3]Workshop[/h3][p]The Workshop got a massive rework in regards to how upgrading the workshop level works and how blueprints are unlocked, alongside a sizable UI upgrade.[/p]
  • [p]Workshop level is now determined by collecting or scrapping a certain amount of parts at a higher level than your current workshop level[/p]
    • [p]Once you have collected or scrapped enough parts, you can hit the "Upgrade" button in the workshop to increase the workshop level[/p]
    • [p]Collecting or scrapping parts that are two or more levels higher than your current workshop level will add progress for the current and next upgrades[/p]
  • [p]Workshop projects will only complete when you stop for a rest, either when camping or during a resupply[/p]
    • [p]All your queued projects will complete during this time[/p]
  • [p]Completed projects will be built at the level that the workshop is at the time of camping[/p]
    • [p]If a workshop project is scheduled but completes after you’ve further upgraded the workshop, the part will build at the new level - there is no need to cancel and re-create the project[/p]
  • [p]Blueprints as a reward item from combat have been completely removed[/p]
    • [p]Instead, each time a part is scrapped, you will gain progress towards unlocking the blueprint[/p]
    • [p]Blueprint research is tied to each part’s rarity - scrapping higher rarity parts will also add progress towards lower rarity versions of the same project[/p]
      • [p]For example, scrapping a Common Knox torso will add one point of progress towards unlocking the common Knox torso project in the workshop[/p]
      • [p]Scrapping a Rare Knox torso will add one point of progress towards unlocking the Rare, Uncommon and Common Knox torso projects in the workshop[/p]
    • [p]Once a project is unlocked in the workshop, it can be built as many times as you want[/p]
    • [p]The ability to build Uncommon and Rare parts in the workshop is not granted automatically - your mobile base must be upgraded to be able to build them (any research will still count)[/p]
  • [p]The majority of subsystems are no longer buildable in the workshop[/p]
    • [p]You will still be able to build new thrusters and reactors[/p]
    • [p]Other subsystems are much rarer and should be sought after - you’ll need to scrounge them from salvaged parts to build your ultimate loadout![/p]
[h3]UI Changes[/h3][p]UI and UX have been given a full makeover, with clearer menu flow and overall larger elements.[/p]
  • [p]General text size increase[/p]
  • [p]Many menus got a complete rework, including[/p]
    • [p]Main Menu[/p]
      • [p]Now with shiny new buttons![/p]
    • [p]Save and load screens[/p]
      • [p]Better previews, more information about the state of the campaign, ability to toggle display of autosaves[/p]
    • [p]Difficulty Settings[/p]
      • [p]Difficulty settings are now exposed directly when starting a new game, using a brand new UI flow[/p]
    • [p]Overworld UI[/p]
      • [p]A new sidebar[/p]
        • [p]Provides more information about the current goals and gives quick access to every mission tied to the current quest [/p]
        • [p]Provides more information about your units and pilots, allows quickly navigation to editing screens, displays pending workshop projects[/p]
        • [p]Provides quick access to camping, retreating and overdrive functions[/p]
      • [p]New mission previews[/p]
        • [p]Explore detailed mission intel right in the overworld, including mission modifiers, danger, enemy squad composition and rewards[/p]
    • [p]World Map[/p]
      • [p]The newly added world map helps you keep track of your overall progress through the campaign[/p]
      • [p]Plan your next move by checking upcoming provinces, and look back on what you’ve liberated[/p]
    • [p]Mission Briefing[/p]
      • [p]Squad view has gotten a major redesign, making it easy to manage your squad before entering combat[/p]
      • [p]UX has been improved[/p]
      • [p]UI changes make it easy to review  pilot/mech condition and synergies[/p]
    • [p]Combat Debriefing[/p]
      • [p]The general flow of combat debriefing has been polished up to provide a view of your overall combat performance and stats, leading into information about how your pilots and units fared, guaranteed rewards from combat, and salvage[/p]
      • [p]Compare your current squad’s equipment with potential salvage to make informed decisions with your limited budget[/p]
    • [p]Pilots Menu[/p]
      • [p]While generally serving the same function, new UI has been added to allow you to level your pilots up, choose traits, and dismiss them from your ranks[/p]
    • [p]Workshop Menu[/p]
      • [p]All levels of an individual item in the workshop are now contained in a single project - once selected, you can pick from the available rarities without having to scroll through a massive list[/p]
      • [p]Each project has new UI to indicate which rarities have been researched and what is currently available to build[/p]
[h3]Rebalanced Weapons[/h3][p]Each weapon's intended niche was examined and refined or reworked when needed, to make sure that every weapon feels unique and purposeful.[/p]
  • [p]Shotguns:[/p]
    • [p]A close range ballistic gun that shoots a large spray of pellets[/p]
    • [p]Best used at very close range, with the ability to deal massive damage to either pilots or buildings[/p]
    • [p]Some variants can apply the Destabilized status effect, making it much easier to force their target to crash[/p]
  • [p]Sidearms:[/p]
    • [p]Handguns are now balanced to be close-range ‘finisher’ weapons. Most only fire one shot, but don't generate much heat as a result - great for dealing chip damage or finishing off a low-health pilot without accidentally destroying their mech[/p]
    • [p]SMGs are small scale bullet hoses. While not as heavy on the damage as a full-sized machine gun, they won't lose accuracy while on the move, and have much shorter action durations[/p]
  • [p]Assault Rifles:[/p]
    • [p]Shots in-range do full damage when they hit, but this weapon quickly becomes ineffective against targets not in range[/p]
    • [p]Rebalanced to cover both short and medium range use cases[/p]
  • [p]Marksman Rifles:[/p]
    • [p]Marksman rifles are longer range and fire fewer shots per action than assault rifles, but do more damage per shot[/p]
    • [p]Work as a good in-between for assault rifles and sniper rifles[/p]
    • [p]Not as much range as a sniper rifle, but generates less heat per action[/p]
  • [p]Machine Guns:[/p]
    • [p]The main option for a bullet hose, machine guns deliver a high quantity of bullets onto a target over a short amount of time[/p]
    • [p]Three variations that have their own strengths and weaknesses[/p]
    • [p]Become very inaccurate when used while moving[/p]
  • [p]Sniper Rifles:[/p]
    • [p]Very long range, very high damage, very high heat generation[/p]
    • [p]Not very useful against anything close by, but can destroy parts and sometimes whole mechs when used at long range[/p]
    • [p]Four variations that each have their own strengths and weaknesses[/p]
  • [p]Rail Guns:[/p]
    • [p]Five versions spanning other weapon types (Assault Rifle, Marksman Rifle, Sniper Rifle, Shotgun, SMG)[/p]
    • [p]Work similarly to their standard ballistic counterparts, but they can also shoot through walls with piercing rounds[/p]
    • [p]These weapons have very high heat generation but deal significant damage, even if the target is on the other side of a hill[/p]
  • [p]Heat Weapons:[/p]
    • [p]Heat weapons have been adjusted to deal significant structure damage, along with applying the Burn status on targets[/p]
    • [p]These weapons will also increase the heat of targets with each hit, potentially pushing them into the overheat state[/p]
    • [p]Comes with ballistic or guided munitions depending on the weapon[/p]
    • [p]Very effective at partially disabling targets by reducing the amount of heat generating actions they can take[/p]
    • [p]Tend to be in the short to medium range bands[/p]
  • [p]Plasma Weapons:[/p]
    • [p]Plasma weapons have mostly stayed the same, with some slight tweaks to make sure that using each one feels satisfying[/p]
    • [p]These weapons will build up the charged status on targets and deal damage directly to pilots[/p]
    • [p]Comes with ballistic or guided munitions depending on the weapon[/p]
    • [p]Tend to be in the medium to long range bands[/p]
  • [p]Beam Weapons:[/p]
    • [p]Beam weapons had fairly substantial overhauls to help better differentiate them and fill more roles[/p]
    • [p]Two new versions of the Ultra Heavy Beam were added[/p]
    • [p]Beam weapons will build up damage the longer they are fired on a target[/p]
    • [p]Can come in a variety of range bands from short to long[/p]
  • [p]Ultraheavy Weapons:[/p]
    • [p]Ultraheavy weapons were adjusted by dividing out their powerful stats into alternate versions[/p]
    • [p]The UHMG (Ultraheavy Machine Gun) was split into 2 version, one is a medium range bullet firehose that deals significant pilot damage, the other is a long range bullet firehose that does not deal pilot damage, but deals significant unit damage and can easily cut through structures[/p]
    • [p]The two new Ultra Heavy beam versions are split between high structure damage and range with low unit damage, and high unit damage and lower range and structure damage[/p]
    • [p]There is a third ultraheavy beam that deals high structure damage and high unit damage, this can only be obtained through special loot drops[/p]
  • [p]Missile Launchers:[/p]
    • [p]Missile launchers got a fairly substantial overhaul in terms of range adjustments, missile lifetime adjustments and damage re-distribution[/p]
    • [p]Adjusted the guidance tags on launchers to be more descriptive of how they work[/p]
      • [p]There are now two types of guidance for missile launchers:[/p]
        • [p]Partial guidance: Missiles will track targets at the start of their flight but will lose guidance shortly after launch (these missiles can be easily avoided by walking)[/p]
        • [p]Full Guidance: Missiles will track targets for their entire flight time (these missiles are harder to avoid and usually require dashing to break missile lock)[/p]
      • [p]Partially guided missiles are harder to land hits with, but have a large splash radius and will deal significant unit damage when they do connect. They also deal significant structure damage and are great for destroying cover[/p]
      • [p]Full Guidance missiles don't deal as much unit or structure damage, but will deal far more damage to pilots when they connect. Their high accuracy means splash damage is relatively low[/p]
  • [p]Melee Weapons:[/p]
    • [p]Melee weapons got an increase to their damage and the roles of each type of melee weapon were refined[/p]
    • [p]There are three sizes of melee weapons (Light, Medium and Heavy) and four types of melee weapons:[/p]
      • [p]Blades: deal damage across all parts of their target[/p]
      • [p]Cutters: Deal less total damage than blades, but deal all of their damage to a single part of the target[/p]
      • [p]Sabers: Similar to blades, sabers deal damage across all parts, but also apply the burn status to targets struck. This comes at the cost of direct unit damage[/p]
      • [p]Axes: Deals the least damage to mechs of all melee weapons, but can apply the destabilized status on targets, and deal significant damage to pilots[/p]
    • [p]Melee weapons have also had their drop rates adjusted, so they should be easier to find during a campaign[/p]
  • [p]Backpacks:[/p]
    • [p]Backpacks were the most recent weapon addition to Phantom Brigade. They have received additional attention in 2.0 to help them shine even more[/p]
    • [p]All backpacks now have perks like the rest of the gear in the game[/p]
    • [p]There are now different rarity tiers of backpacks[/p]
    • [p]Higher rarity backpacks have module slots for further customizability[/p]
    • [p]Defensive backpacks have barriers on top of their integrity[/p]
    • [p]Launcher backpacks now correctly display their launch trajectory on the equipment info card[/p]
    • [p]Added three new backpack types[/p]
      • [p]Sequence: Medium range missile launching backpack that fires a barrage of partially guided missiles[/p]
      • [p]Strider: Long range missile launching backpack that fires a series of fast, partially guided missiles[/p]
      • [p]Cargo Rack: A backpack that will increase your salvage budget if it survives the mission[/p]
  • [p]Shields:[/p]
    • [p]Shields are now immune to pilot damage, and unstable status buildup. If the shield action is taken to block an incoming shot, bullets hitting the shield will not damage the pilot or apply the unstable status effect[/p]
[h3]Rebalanced Enemy Factions[/h3][p]Each faction has its own equipment and specialization, making each province a fresh experience.[/p]
  • [p]Encounter four distinct enemy factions over the course of your campaign[/p]
    • [p]Army:[/p]
      • [p] Standard Kaskad forces deploy an even mix of mechs and tanks in their combat squads. This faction uses standard ballistic weapons and basic armor sets.[/p]
    • [p]Reserves:[/p]
      • [p]Kaskad backline forces. They make heavy use of missile launchers and primarily deploy tanks with one to two supporting mechs. Mechs deployed by the Reserves are usually missing arms in favor of backpack weaponry. This faction likes to try and overwhelm foes with high numbers of weaker units.[/p]
    • [p]Experimental:[/p]
      • [p]High-tech Kaskad forces that deploy squads of mechs accompanied by specialized elevated tanks. They use beams along with advanced heat- and plasma-based weapons that can inflict status effects like Burn and Charged. Their squads tend to be smaller, but feature units with higher quality gear. Their unconventional weaponry and tough armor can make dealing with these foes a challenge![/p]
    • [p]Spec-Ops:[/p]
      • [p]Kaskad Special forces. This faction exclusively deploys mechs in its combat squads. Equipped with light-weight barrier armor sets allowing them to move quickly and weaponry that is specialized for taking out pilots and shooting through cover, these foes can be very dangerous for the unprepared.[/p]
[h3]Quality of Life Changes[/h3][p]Some of the most highly-requested QoL changes that you've been waiting for since 1.0![/p]
  • [p]Directly compare your mechs' equipment with potential salvage after combat[/p]
    • [p]All player mechs and their equipment are listed on the lefthand side of the screen during salvage[/p]
    • [p]You can now click any item equipped to a mech you brought into combat and directly compare it with the potential salvage from enemy units[/p]
  • [p]Equipment can now be upgraded directly from the unit editing menu[/p]
    • [p]When a piece of equipment is selected in the unit editing menu, a button labeled "Upgrade" will be present[/p]
    • [p]If you have the resources, you can upgrade the item a set number of times[/p]
  • [p]It's now possible to view guaranteed rewards, conditional rewards and enemy squad sizes from the overworld[/p]
    • [p]If a mission is selected on the overworld, the mission card will reveal the reward groups available for that mission[/p]
    • [p]There are two types of reward: Guaranteed (will always be awarded on a victory) and Conditional (will be awarded for fulfilling certain conditions)[/p]
    • [p]Squad types, sizes, and reinforcements can also be seen in the tabs at the bottom of this UI[/p]
  • [p]Liveries can now be permanently equipped to a mech[/p]
    • [p]Liveries can be permanently assigned to a whole mech or just certain sockets[/p]
    • [p]These will override all liveries on newly equipped parts[/p]
    • [p]This can also be disabled via settings, if preferred[/p]
  • [p]Chromatic aberration and colour change when scrubbing through the timeline can now be disabled via settings[/p]
  • [p]Additional difficulty settings have been added[/p]
    • [p]Incoming pilot damage (how much damage your pilots take from enemy fire)[/p]
    • [p]Pilot experience gains (how quickly pilots gain experience)[/p]
    • [p]Baseline camp recovery (how much you heal during camping)[/p]
    • [p]Camp resupply (default number of camp supplies available)[/p]
  • [p]Difficulty presets to tailor your experience are now better presented when starting a new game[/p]
    • [p]Select from easy, medium, and hard, or create your own via the custom sliders[/p]
    • [p]Change difficulty at any time from the pause menu[/p]
  • [p]Autosaves now appear as a notification in the Updates panel during gameplay[/p]
  • [p]Mechs are no longer permanently lost on destruction[/p]
    • [p]Every time your mech goes down in combat, it gains a defect ("frame fracture"), similar to pilot trauma[/p]
    • [p]Only repeated destruction reaching the limit will lead to permanent loss of the mech frame[/p]
    • [p]This prevents situations where one defeat could wipe entire player mech inventory and block progression[/p]
    • [p]The new mechanic can be adjusted through the difficulty settings[/p]
[h3]Narrative Changes[/h3][p]A more cohesive and fleshed-out world.[/p]
  • [p]You are the Phantom Brigade, a group of mech pilots and engineers fighting to retake your country after it was occupied by the neighbouring Kaskad Dominion[/p]
    • [p]Using your unique predictive technology, lead a guerilla rebellion alongside the Fyrland Freedom Fighters to liberate your country![/p]
  • [p]Fully rewritten text and dialogue as you move between the overworld, combat, and between provinces[/p]
  • [p]The Codex now contains lore articles to provide additional context about the history of the world of Phantom Brigade, with new articles unlocking as you play[/p]
  • [p]Voice acting during the game’s prologue, as well as several cinematics present in 1.0, have been removed to create a more consistent and cohesive narrative experience[/p]
[h3]Events[/h3][p]Rewritten and reimagined narrative events allow you to do some intentional sidequesting while you liberate each province.[/p]
  • [p]Engaging with optional events is now 100% player controlled - approach them on the overworld, or keep moving to the next skirmish[/p]
  • [p]Event outcomes have been reworked to have a greater and more predictable effect on gameplay, impacting your pilots, equipment, resources, and more[/p]
  • [p]Fully rewritten text for all narrative events to keep things fresh and exciting[/p]
  • [p]Time-based events have been removed (you are no longer stuck watching stars)[/p]
  • [p]Events are balanced to avoid repeats, so there's always something new to discover[/p]
[h2]⚒️ Bugfixes[/h2]
  • [p]Multiple fixes to the collision code were made to prevent some major issues from 1.0.[/p]
  • [p]Reduced likelihood a unit will be driven underground in collision[/p]
  • [p]Turn off crashing when crash action goes away[/p]
  • [p]Added logic to detect terrain slopes when crashing[/p]
  • [p]Reduced puppet dancing after replay[/p]
  • [p]Fixed terrain destruction issues[/p]
  • [p]Fixed lighting at nighttime to improve visibility in combat [/p]
  • [p]Fixed inaccurate equipment tags. All equipment is now tagged appropriately, allowing for easy filtering and sorting[/p]
  • [p]Fixed several issues related to displaying heat inaccurately on the timeline[/p]
  • [p]Fixed disabled/inactive units (whether by death, concussion, or ejection) to stop causing collisions, damaging terrain and triggering explosions[/p]
  • [p]Fixed movement actions on the timeline causing issues when previous actions were deleted (applies to run, wait and dash)[/p]
  • [p]Inputs such as cancel and enter can no longer be unbound, preventing situations where basic functions of the game cannot be carried out[/p]
[h2]💡 Known Issues[/h2]
  • [p]BGM will not play on the overworld if a save is loaded during combat. This is resolved when combat is entered and completed[/p]
  • [p]Some events do not display their outcomes correctly[/p]
  • [p]Some UI mech editing does not refresh correctly under specific circumstances[/p]
  • [p]When using shotguns, the damage numbers do not appear correctly, making them appear to do far less damage than they actually do[/p]
  • [p]Mods created for the previous releases are no longer compatible with the game and the Workshop has been temporarily closed. We will reopen the Workshop once we update the Mod SDK. [/p]
  • [p]Some achievements do not unlock correctly[/p]
  • [p]The top left livery in the livery customization screen can't be interacted with. The first favourited livery can become inaccessible due to favorites moving to the top of the list [/p]
  • [p]Text in the tutorial says 'double-click or long hold to equip a part'. This is inaccurate - only a single click is needed[/p]
  • [p]Two provinces in the third region might load with incorrect landscapes[/p]
  • [p]Some localizations may have inaccuracies[/p]
    • [p]Some scenario text has been updated in English, but the new text was not localized in time for launch. This will be fixed in an update[/p]
    • [p]Please let us know if you find typos, general poor translation, or other issues in your language via Alt+B[/p]

Phantom Brigade: 2.0 Update - Release Date

[p]Mark your calendars, Brigadiers. Phantom Brigade 2.0 hits on November 19th as a huge FREE update!
[/p][previewyoutube][/previewyoutube][p]
We are so excited for you to get your hands on it! Here’s a quick summary of some of the things we’ve been working on for our 2.0 update. If you haven’t read the previous blogs going into more depth about these features, we highly recommend you give them a read through![/p][p][/p][p]New pilot system that allows for in-depth buildcrafting and synergies with their mechs. This includes a new recruitment and class specialization system, expansive leveling with varied progression trees (featuring over one hundred unique traits and combat abilities), allowing players to build their own flavor of effective pilots. Players will need to balance their pilots' health and fatigue effectively by rotating out additional pilots, or otherwise risk pushing them to the brink and causing permanent trauma or even death.[/p][p][/p][p][/p][p]Completely reimagined overworld with new provinces, varied landscapes and overhauled campaign systems. New liberation and overworld mechanics, new points of interest and events, new province modifiers, and improved mission generation provide a varied, evolving environment for players to freely drive their crawler and decide where they want to strike! [/p][p][/p][p] [/p][p]Reworked campaign provides new maps, new quests, and new combat scenarios, along with rebalanced factions ensuring the player faces varied squads with different equipment, armor and unit configurations. Players have even more reason to collect new equipment and experiment with different loadouts to take on these new threats. Streamlined tutorials and a retooled narrative ensures players can get straight into the action while those who crave more lore can discover more about the world through the in-game Codex.[/p][p][/p][p] [/p][p]A HUGE amount of community-driven quality of life updates, which include new salvage and debriefing menus, new mission previews and reward generation, reworked workshop and crafting, improved damage logic and prediction, comprehensive weapon rebalancing, subsystem reworks, and much more![/p][p][/p][p][/p][p]We can't wait to share more in the ramp up to release. For the latest news, wishlist / follow the game and join our Discord! We’ll be posting more about all the cool things we have in store for you, so stay tuned![/p]

Phantom Brigade Development Update

[p]Hi Brigadiers! Can you believe that Phantom Brigade launched on Steam two and a half years ago? Since then, our small core team of three developers have continuously toiled away at our final vision. In some cases, we’ve ripped apart entire systems to deliver refined features, tighter gameplay, polish, and a deeper expression of what the game could be. We’re in the final stages of playtesting and we’re excited to share a release date very soon for our biggest update yet![/p][p][/p][p]The work we’ve done for the next update is pretty transformative. When we say we’ve ripped entire systems apart, we genuinely mean that. We’ve been working really closely with playtesters to ensure that we could elevate the features you love, and do away with the features that you either didn’t love, or that didn’t fit with our final vision.[/p][p][/p][p]Because these changes are so expansive, we want to do a bit of expectation setting with you all. We’ve talked in previous posts about some of the things we’re adding, but in this post, we want to chat about what is NOT making it into the big update.[/p][p][/p][h3]Story / Narrative[/h3][p]Okay, let’s start with the big one. We know some players were expecting more narrative from our original launch. We can totally see why; we had CG trailers, intros and named characters in the tutorial, accompanied with VO. This was a blunder on our part and we could have done a better job to set expectations.[/p][p][/p][p]We understand that some players want more story and we totally get it! Ultimately, we realized that Phantom Brigade just isn’t that kind of game. So we’ve pulled out misleading content to focus expectations on the core of the game instead—thrilling, high-stakes tactical gameplay.[/p][p][/p][p]That meant making events more focused on mechanics rather than story, as well as streamlining cutscenes and removing VO from the tutorial to be more in line with the full game experience. We really want players to be focused on the combat, tactical gameplay and strategic overworld, rather than expecting a game that will provide them a deep narrative. [/p][p][/p][p]That said, we ARE restructuring the game’s campaign. While the campaign is not a story-driven experience, it provides you with clear goals and structure all the way to the capital. Some additional backstory and lore will be available through the optional in-game Codex and while we’re shifting the game’s narrative to the background, we’re not removing it entirely.[/p][p][/p][p][/p][h3]Full Battle Replay[/h3][p]We hear you - we also want to see a full battle replay of our lone sniper mech taking out an entire enemy squad, or that time we domino’d a bunch of enemy mechs. Believe us, this has come up a lot (at least once a week since launch), and we've put in many hours trying to make it work over the years! [/p][p][/p][p]Eventually, we realized that it would not be possible to implement well. The game records changes to thousands of dynamic objects, dozens of animated characters and a myriad of other events every turn. In short, keeping track of everything across the entire fight is not possible without large compromises to other parts of the game.[/p][p][/p][p]We have seen some awesome clips from other players who have strung together their single turn recordings to achieve the same effect. We wanted to make this easier to do, so we fixed parts of the game interfering with continuous recordings and provided new options to customize replays.[/p][p][/p][h3]Overworld[/h3][p]When we were looking at how to improve the overworld gameplay, something we kept running into was the limitations of the original world map. While the ability to seamlessly travel around the whole country was cool in theory, it ultimately limited us on providing interesting gameplay options for players. We also kept seeing the same thing during playtests - while players had total freedom they did not end up having meaningfully different experiences. Plus, loads of players actually ended up lost or stuck in provinces they were not prepared for. So we decided to completely overhaul the overworld! [/p][p][/p][p][/p][p]Players will progress through separate provinces that gradually unlock based on their strategic choices throughout the campaign. While this approach will not allow driving straight to the capital, it allows us to make a more structured experience with varied landscapes, interesting set piece battles and significant improvements to mission variety. You can read more about what to expect from the overworld changes here (Note: Once players enter a province they WILL still have the freedom to drive around and select missions).[/p][p][/p][p][/p][h3]Ironman Mode[/h3][p]We love this idea! The kicker is that we’d have to entirely overhaul our existing save system to make it work well seamlessly and meet player’s expectations. Since players have the ability to limit their own reloading of saves, dedicated players can still create this experience.[/p][p][/p][h3]Pilot Relationships[/h3][p]When developing pilots, we considered a bunch of different ways we could go. One potential direction was deep pilot relationships. We decided on a different direction for the next game update and have focused on developing pilots in a way that is directly tied to core combat and other game systems. Each pilot will be a key component in unlocking the combat potential of your mechs![/p][p][/p][h3]Additional Mech Legs[/h3][p]We have seen a lot of requests for alternate leg types for mechs. Spider legs and quadruped mechs would have been really cool! Looking into it, we realized that supporting these additional body types would require too many new animations and would have challenges due to the small scale of our mechs. Instead we decided to prioritize a comprehensive rebalance of existing parts and adding more depth to existing unit types.[/p][p][/p][h3]Existing Save File Compatibility[/h3][p]All the big changes coming in the next update are so extensive that unfortunately they won’t be compatible with current save files. Players will need to start a new game to experience all the new and exciting content. HOWEVER! Don’t worry, your old save files will be preserved in a separate folder when you update to the new version. We will also make the current 1.3.4 version of Phantom Brigade available on a separate Steam branch if you ever want to return to this legacy version.[/p][p][/p][h3]Final Thoughts[/h3][p]These are the major things we wanted to let you know about ahead of time. Thank you for reading, and for continuing to follow Phantom Brigade on its development journey. Our next post will be to share the update’s release date, so follow/wishlist the game on Steam to be the first to get the news or join our Discord! We’ll be doing more posts about the cool things we have in store for you, so stay tuned!

— The Phantom Team[/p]

Pilot Overhaul: A Deeper Dive

[p]Hey Brigadiers! We're making steady progress on the next update, and today, we want to share a deeper look at the upcoming pilot changes. We touched on these changes in our previous blog posts, but the subject deserves a full breakdown.[/p][p][/p][p]Our goal is to make each pilot feel more impactful. They should be more than just a name with a health bar. We want them to add real depth to your squad building. Pilots should provide more depth to the squad building, with meaningful differences between each pilot and offering new synergies with different mechs.[/p][p][/p][p][/p][h2]Pilot Progression and Traits[/h2][p]
First, let's talk about progression. Each pilot class will now have its own set of traits that you can unlock as they level up. Pilots will gain experience from combat missions, and with each level, they'll learn a new trait. At specific levels, you'll need to make a choice between multiple traits, guiding your pilot's specialization.

Pilot classes define a role pilots excel in. Some pilots might specialize in close quarters combat, other pilots might be best at supporting their comrades from afar. Each class will get traits that benefit that role. Furthermore, each class has two different variants that affect the traits in the progression tree. With over a hundred unique traits, even two pilots from the same class can evolve into completely different builds. [/p][p][/p][p][/p][p][/p][p]But the pilot journey does not stop at the top of the progression tree. Once a pilot reaches their maximum level, they can be promoted to the next prestige rank. This promotion allows you to permanently increase a pilot's stats, and preserve a trait of your choice, while resetting the trait tree with a new set of random traits. This allows you to keep building the ultimate ace pilot throughout your campaign.[/p][p][/p][p][/p][h2]Squad Management: Fatigue and Trauma[/h2][p]
We also wanted to introduce mechanics that encourage you to rotate your squad, matching the theme of a challenging resistance campaign.

Alongside experience, your pilots gain fatigue from combat deployments. A fully exhausted pilot might collapse on the battlefield, while a well-rested one will push their mech to perform better. Expanding your roster and allowing your pilots to take breaks will be key to keeping your squad healthy and combat-ready! [/p][p]We want these challenges to be fair, without making the game frustrating or pushing you to immediately reload a save. One of the issues want to address was how easy it was to instantly lose a pilot permanently from one unlucky hit. With pilots becoming so important to your long-term progression, the death mechanics needed to be adjusted. [/p][p][/p][p]Now, when your pilot goes down, they can survive - but they'll gain a trauma. Each trauma adds a random trait to the pilot. Some might be minor, while others might necessitate a change in tactics. Each pilot has different tolerance for trauma, and only pilots who have reached their limit will be permanently lost in combat. We hope this system will create more interesting stories and further differentiate your pilots, while smoothing out the bumps of the old approach![/p][p][/p][p][/p][p]This doesn't cover all the changes we are making to the pilots, but we hope this was an interesting glimpse into what we're working on! While we're not ready to confirm the launch date quite yet, we are excited to share more details soon.[/p][p][/p][p]Thank you for your continued support! Hold strong, and see you soon![/p][p]— The Phantom Team[/p]

Phantom Brigade Development Update

Hi Brigadiers!

The next update has been in the works for a while, and we appreciate you sticking with us through this long wait. At this point we have solidified the design, stopped adding new features and are polishing content, making bug fixes and preparing for localization. We'd like to start sharing more details about the update now that we're fairly certain about its content.

We are also beginning a rolling playtest that will continue all the way to the eventual release and will be gradually expanded to include more and more players. We'd like thank everyone who participated in the previous playtests, and we continue to welcome more signups or feedback! Remember to join our Discord and sign up for the playtest here!

[h3]Sneak peek: Combat missions[/h3]
As we're getting closer to release, we'd like to start sharing more details about the content of the next update. Let's start with something small: one of the new missions.


In a Bunker Breach encounter, you will explore underground structures and face some twists to the usual combat mechanics.
  • Deep underground, your mobile base can not detect the enemy positions, so you will not see the location of every hostile unit at the start of the fight.
  • The enemy is not expecting you and will only move once they see you. Danger might be lurking behind every corner: you might choose to slowly move through the rooms and methodically engage enemy squads one by one, or risk running into the open and alerting the entire garrison at once.
  • Not every loadout that excels in an open field might be optimal for these missions. Lobbing missiles over a wall is a quick recipe for getting hit by falling concrete: one must not forget about the ceiling!

As a package deal, here are just a few of other changes made to combat:
  • Polished movement UI makes complex encounters easier to read. The predicted enemy movements no longer clump into ambiguous spaghetti, stops are now properly indicated on enemy paths and units can now be seen through walls.
  • All mission details are now generated in advance and can be inspected right on the world map. This means that you can directly compare enemy squads, mission modifiers, difficulty and other details before moving out - no need to jump into every briefing just to see what each mission entails.
  • A new reward system ensures that each mission on the world map gets varied and contextually appropriate loot. There's no need to guess whether you'll get a blueprint or a pile of scrap when you finish your next fight.

This barely scratches the surface of the upcoming update. We're looking forward to sharing more details about the changes we made to the overworld, pilots and other parts of the game in the near future!

Thank you for your continued support! Hold strong, and see you soon!
— The Phantom Team