Full notes
Full Phantom Brigade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- UI and audio
- Gameplay
- Fixes
- Events
- Maps
π New Features and Content
Added dynamic display of stability in unit overlays and unit details
It can be challenging to know whether a unit will crash or not based on the weight class icon alone, without seeing the internal stability value
Stability depends on unit types and armor classes and changes with movement, shielding, dashing and other events; so having it displayed can help you make informed decisions during combat
Stability numbers on overlays and unit details refresh dynamically, reflecting all the contributing factors as combat plays out
You can see the new UI element in the screenshots below:
Steam post imageSteam post image
Added two toggles to disable the notifications in the top right corner of the screen:
The two new "Show notifications" toggles are located at Settings > Game > World UI and Settings > Game > Combat UI
With the setting disabled, only the critical notifications will continue to appear (game saving, overdrive damage, errors on deployment)
With the setting enabled, you will see secondary notifications about loot, unit status, inventory changes and more (previous default)
π Changes
Changed the "Unstoppable" pilot action to gain stability that is one point under the maximum, preventing draws against fully uncrashable units like turrets
Changed some behaviour around pinned units
Pinned units no longer get maximum possible stability and instead possess normal stability for a given unit type
Pinned units can be crashed, interrupting the pinned state
Pinned units can be impaled with a spike launcher, interrupting the pinned state
Changed Contract squad pilot levels - they will now be randomly promoted to level 3-5 instead of staying at level 1
Changes to railguns (check Fixes section for more!)
Reduced railgun projectile speed based on how many obstacles a projectile has penetrated, improving hit registration and making railgun shots easier to dodge when they've passed through multiple obstacles
Reduced railgun penetration by ~30%
Reduced projectile speed of RF Flux railgun splitter from 1000 to 500m/s to make fragmentation more reliable at low frame rates
Changed the inputs for accessing unit editing from the Squad menu on controller and keyboard
Empty slots, filled pilot slots and filled unit slots now have separate input hints, with filled slots pointing out how to reach the edit button (e.g. "edit unit: Y")
Y links to edit unit from filled unit slot (X/Z on keyboard)
Y links to edit pilot from pilot slot for consistency (in addition to d-pad up) (X/Z and arrow keys on keyboard)
B on edit button brings you back to a filled slot instead of jumping to exit button (ESC on keyboard)
π οΈ Fixes
Fixed each contract difficulty being infinitely repeatable without leaving the base. Each completed difficulty is locked until you complete a fight with your squad, resupply, camp or travel.
Fixed the incorrect spread of rewards on contracts of all difficulties. Easier contracts are intended to spawn fewer rare parts.
Fixed the warnings about the player squad triggering on contract deployment
Fixed province modifiers inserting unintended rewards into contract scenarios
Fixed province modifiers inserting unintended units into contract scenarios
Tentative fixes to a handful of exceptions that could occur across the game
Fixed several localization issues (correct localization not being used, localization not being displayed correctly etc)
Fixed allied tanks not being able to retreat
Fixed Enter on keyboard and X/square on controllers not focusing the exit button after finishing combat
Fixed the main menu sub-screens not closing when clicking the 'Continue' button to load the latest save, causing the confirmation dialogue to overlap with other UI
Fixed the "reset on inactivity" setting resetting prediction time without resetting the inactivity timer, causing time to jitter back and forth in some cases
Fixed camera movement and rotation not resetting the inactivity timer
Fixed the UI not re-enabling timeline scrubbing when the UI hidden via Numpad + is forced back on by entering the pause menu
Fixed the attack prediction not considering railgun penetration
Fixed the railgun penetration not registering exit hits on the environment
Fixed the railgun SMG and railgun splitter displaying incorrect weapon classes
Fixed the ceiling collision being set one meter higher than intended on all underground levels, allowing projectiles to disappear into the ceiling
Fixed dashes and movement actions being allowed to reach the top of the underground levels
Fixed the event log in battle spamming notification SFX even when closed
Fixed lossless screenshots preserving rendered alpha, making UI in lossless screenshots look semitransparent
Fixed the spike collisions being slightly too short to pin enemies at an angle
Fixed impaled units not losing spikes when hitting edges of the map, causing them to fly out of bounds or jitter at the border when impaled
Fixed impaled units not recording velocity correctly, causing them not to push other units
Fixed impaled units phasing through collisions
Fixed impaled units not playing hit react animations
Fixed overzealous logging for a few features bloating log sizes and causing hitches while playing
Fixed the out-of-bounds unit crash logic triggering within level bounds
Fixed AstarPath potentially initializing too many threads and causing a NotSupportedExceptions on machines with over 64 available threads
Could be one of the causes behind the rare issue where players can't move in the overworld!
This fix is retroactive and should not require a restart of your campaign!
Source
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