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.
[previewyoutube="qd-0TuUuFaY;full"][/previewyoutube]About the 2.0 Update
2.0 update is extensive, transforming nearly every aspect of the game, but the highlights include:
[b]Fully realized pilots[/b] – 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.
[b]A reworked campaign[/b] – 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.
[b]Completely reimagined overworld[/b] – 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.
[b]A HUGE amount of community driven quality of life updates –[/b] 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!
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 align="center"][img src="https://clan.akamai.steamstatic.com/images/33272985/dd1053b1a6961dbf682b7e14a91a9dd8b045813d.png"][/img][/p]Bundles
To celebrate Phantom Brigade’s 2.0 launch, the game is at [b]a new all-time low discount of 50% off[/b], AND we’ve teamed up with some amazing developers for bundles to give you an even better deal.
[dynamiclink href="https://store.steampowered.com/bundle/63674/Phantom_Brigade_20__Mechabellum/"][/dynamiclink] [dynamiclink href="https://store.steampowered.com/bundle/63545/Phantom_Brigade_20__Brigador/"][/dynamiclink]
[dynamiclink href="https://store.steampowered.com/bundle/60811/Phantom_Brigade_20__Invisible_Inc/"][/dynamiclink]
What’s Next?
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 Ctrl + B in game.
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!
Thanks for playing!
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!
Patch Notes
[b]???? New Content and Features[/b]
[b]Pilots[/b]
We've introduced a massive expansion of pilots and the role they play in combat! No longer just a name and a portrait.
Build your perfect squad
[list]Level your squad up to unlock new traits and abilities
After reaching max level, your pilot can gain a prestige rank
Select your favourite trait, reset the rest, and keep levelling to reach Prestige again to finetune your pilot as they grow during your campaign
Over a hundred pilot traits that impact the way you play
Make interesting choices about stat gains and losses as your pilots level up
Gain special abilities, like immunity to overheating or a temporary boost to movement speed (and many more!)
Each time a pilot reaches prestige rank, they gain an increasingly powerful prestige trait unique to their subclass
Manage the well-being of your pilots to avoid losses
As pilots engage in combat, they will gain fatigue. Entering combat with high fatigue can make combat riskier for your pilots
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
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
Four new pilot classes to explore, each with two sub-types
Each class has specific strengths and weaknesses in combat
Pilot class also determines which traits and abilities are available as your pilots level up
The classes are:
Sharpshooter
[list]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.
Defender
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.
Interceptor
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.
Engineer
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.
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!
You can recruit a Rookie for a much lower cost than a pilot with an already established class
Rookies will be able to unlock their new class after participating in a single combat mission
Promoting a rookie to their new class will reset their health and fatigue without needing to rest
Dozens of new visual customization options for your pilot portraits
Added new helmets
Added new hairstyles and updated some existing ones
Added lip colour and face paint customization options
Added suit colour customization
Added pilot portrait camera angle customization
Facial customization overhaul
[list]Added more detailed face customization options
Several pilot material, texture and shader improvements
[/*][/list][/*][/list][b]Campaign Progression[/b]
Work your way through occupied Fyrland, work together with the resistance to liberate every province in your path, and take back your home!
Liberate provinces with new mechanics
[list]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
[list]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.
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!
Showdown phase: The enemy makes their last stand. Defeat a massive Behemoth or take over an enemy stronghold to finally liberate the province!
Manage your time carefully while you liberate provinces
The enemy is always on the move: you’ll need to keep up the pressure or lose valuable opportunities
Carefully weigh whether stopping to recover or resupply is worth the risks
Letting the enemy regroup might put your squad or resources at risk, reduce mission opportunities and force you to evade a pursuit
Manage your squad’s fatigue and health as you liberate provinces
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
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
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
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
Travel between provinces has been streamlined, making gameplay less repetitive
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
Approach a frontline outpost at the edge of a liberated province to travel forward and choose your next destination on the world map
Changed how missions are displayed on the overworld
[list]Missions are randomly spawned instead of being placed at fixed points across each province
All missions are visible immediately when spawned, rather than requiring hunting around in a province to find a combat scenario
Each province now has a unique landscape to provide visual variety, and varying navigation challenges, setting it apart from other provinces
[/*][*]Travel between provinces is limited to moving forward towards the Capital, rather than back towards your starting province
[/*][/list][/*][*]Take your time or blaze straight through to the Capital
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
There’s no harm in skipping optional provinces - you can always come back to them after liberating the Capital
Each province has unique features to take into account when travelling across the country
Modifiers are a mix of favourable and unfavourable adjustments to all missions you might complete in a province
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!
Continue to play after freeing the Capital
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
Travel all across the country to visit provinces you haven’t yet liberated
[b]Combat Missions[/b]
New and exciting combat missions with a variety of objectives and ways to play are here!
Play fourteen unique recurring mission types as you liberate each province
Improved mission variety throughout each province
[list]The new mission director system keeps track of your fights and ensures that you face varied mission types, maps, difficulty levels and rewards
Discover improved randomization within many mission types, with new enemy loadouts and modifiers keeping things fresh
Several new combat maps with unique features like rivers and ponds to take advantage of when you're battling
[/*][*]Improved visual variety depending on your location on the overworld when entering combat
Fight during blizzards and storms, across the rocky highlands, industrial wastelands and lush forests every shade of green and gold
New and updated biomes represent various new overworld terrains, bringing fresh colors to every fight
Overcome the final battle of each province with a unique encounter
New unique breakthrough missions mark key progression steps in the campaign
Three different Behemoth-type units to fight as you move to the Capital
Or, battle your way through an extra-difficult Breach mission in optional provinces
Enemy forces from other factions may join the fray
[list]As your campaign progresses, incursion missions will start to appear during liberations
These are special missions that feature a different faction from the one in the current province
These missions are usually very difficult, featuring high ranking enemy units with powerful gear
Successfully completing one of these missions can pay off with a big salvage opportunity!
You may also encounter a particularly persistent enemy pilot…
[list]An enemy ace pilot will sometimes deploy into missions later on during the campaign
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!
An exciting new final Capital battle
The Capital liberation has had major changes, with a new map and new mechanics
Various existing combat map updates and optimizations
Some maps were revisited and received a visual overhaul
Distant combat backgrounds received visual polish
[b]Codex[/b]
A resource for gameplay mechanics and extra lore, unlocked as you play.
Contains articles that can be viewed at any time during gameplay (combat and otherwise)
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
Articles unlock as you play, so there's always something new to read no matter where you are in your campaign
[b]Visual Improvements[/b]
Phantom Brigade got a new coat of paint!
Revisited all mech liveries in the game, added new liveries
Many new unit status effects have dedicated VFX when those effects are active
Lots of common combat VFX received visual tweaks, polish and minor optimization passes
General VFX shader and material improvements and minor optimizations
Under-the-hood precipitation VFX tweaks and optimizations
[list]Both rain and snow animate now animate in replay
Improved the look of heavy snow surface effects
[/*][*]Fixed moon appearing in the sky during nighttime (An oversight. The ring is THE moon that was shattered.)
[/*][*]An array of other tweaks and fixes such as water animating during replay
[/*][/list][b]???? Changes[/b]
[b]Tutorials[/b]
A refreshed tutorial experience!
The tutorial province has been reworked to cover new game mechanics and teach important concepts in greater detail. Some narrative content has been streamlined
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
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!
[b]Workshop[/b]
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.
Workshop level is now determined by collecting or scrapping a certain amount of parts at a higher level than your current workshop level
[list]Once you have collected or scrapped enough parts, you can hit the "Upgrade" button in the workshop to increase the workshop level
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
Workshop projects will only complete when you stop for a rest, either when camping or during a resupply
All your queued projects will complete during this time
Completed projects will be built at the level that the workshop is at the time of camping
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
Blueprints as a reward item from combat have been completely removed
Instead, each time a part is scrapped, you will gain progress towards unlocking the blueprint
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
[list]For example, scrapping a Common Knox torso will add one point of progress towards unlocking the common Knox torso project in the workshop
Scrapping a Rare Knox torso will add one point of progress towards unlocking the Rare, Uncommon and Common Knox torso projects in the workshop
Once a project is unlocked in the workshop, it can be built as many times as you want
[/*][*]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)
[/*][/list][/*][*]The majority of subsystems are no longer buildable in the workshop
You will still be able to build new thrusters and reactors
Other subsystems are much rarer and should be sought after - you’ll need to scrounge them from salvaged parts to build your ultimate loadout!
[b]UI Changes[/b]
UI and UX have been given a full makeover, with clearer menu flow and overall larger elements.
General text size increase
Many menus got a complete rework, including
[list]Main Menu
[list]Now with shiny new buttons!
Save and load screens
Better previews, more information about the state of the campaign, ability to toggle display of autosaves
Difficulty Settings
Difficulty settings are now exposed directly when starting a new game, using a brand new UI flow
Overworld UI
A new sidebar
[list]Provides more information about the current goals and gives quick access to every mission tied to the current quest
Provides more information about your units and pilots, allows quickly navigation to editing screens, displays pending workshop projects
Provides quick access to camping, retreating and overdrive functions
New mission previews
Explore detailed mission intel right in the overworld, including mission modifiers, danger, enemy squad composition and rewards
World Map
The newly added world map helps you keep track of your overall progress through the campaign
Plan your next move by checking upcoming provinces, and look back on what you’ve liberated
Mission Briefing
Squad view has gotten a major redesign, making it easy to manage your squad before entering combat
UX has been improved
UI changes make it easy to review pilot/mech condition and synergies
Combat Debriefing
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
Compare your current squad’s equipment with potential salvage to make informed decisions with your limited budget
Pilots Menu
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
Workshop Menu
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
Each project has new UI to indicate which rarities have been researched and what is currently available to build
[b]Rebalanced Weapons[/b]
Each weapon's intended niche was examined and refined or reworked when needed, to make sure that every weapon feels unique and purposeful.
Shotguns:
[list]A close range ballistic gun that shoots a large spray of pellets
Best used at very close range, with the ability to deal massive damage to either pilots or buildings
Some variants can apply the Destabilized status effect, making it much easier to force their target to crash
Sidearms:
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
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
Assault Rifles:
Shots in-range do full damage when they hit, but this weapon quickly becomes ineffective against targets not in range
Rebalanced to cover both short and medium range use cases
Marksman Rifles:
Marksman rifles are longer range and fire fewer shots per action than assault rifles, but do more damage per shot
Work as a good in-between for assault rifles and sniper rifles
Not as much range as a sniper rifle, but generates less heat per action
Machine Guns:
The main option for a bullet hose, machine guns deliver a high quantity of bullets onto a target over a short amount of time
Three variations that have their own strengths and weaknesses
Become very inaccurate when used while moving
Sniper Rifles:
Very long range, very high damage, very high heat generation
Not very useful against anything close by, but can destroy parts and sometimes whole mechs when used at long range
Four variations that each have their own strengths and weaknesses
Rail Guns:
Five versions spanning other weapon types (Assault Rifle, Marksman Rifle, Sniper Rifle, Shotgun, SMG)
Work similarly to their standard ballistic counterparts, but they can also shoot through walls with piercing rounds
These weapons have very high heat generation but deal significant damage, even if the target is on the other side of a hill
Heat Weapons:
Heat weapons have been adjusted to deal significant structure damage, along with applying the Burn status on targets
These weapons will also increase the heat of targets with each hit, potentially pushing them into the overheat state
Comes with ballistic or guided munitions depending on the weapon
Very effective at partially disabling targets by reducing the amount of heat generating actions they can take
Tend to be in the short to medium range bands
Plasma Weapons:
Plasma weapons have mostly stayed the same, with some slight tweaks to make sure that using each one feels satisfying
These weapons will build up the charged status on targets and deal damage directly to pilots
Comes with ballistic or guided munitions depending on the weapon
Tend to be in the medium to long range bands
Beam Weapons:
Beam weapons had fairly substantial overhauls to help better differentiate them and fill more roles
Two new versions of the Ultra Heavy Beam were added
Beam weapons will build up damage the longer they are fired on a target
Can come in a variety of range bands from short to long
Ultraheavy Weapons:
Ultraheavy weapons were adjusted by dividing out their powerful stats into alternate versions
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
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
There is a third ultraheavy beam that deals high structure damage and high unit damage, this can only be obtained through special loot drops
Missile Launchers:
Missile launchers got a fairly substantial overhaul in terms of range adjustments, missile lifetime adjustments and damage re-distribution
Adjusted the guidance tags on launchers to be more descriptive of how they work
[list]There are now two types of guidance for missile launchers:
[list]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)
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)
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
[/*][*]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
[/*][/list][/*][/list][/*][*]Melee Weapons:
Melee weapons got an increase to their damage and the roles of each type of melee weapon were refined
There are three sizes of melee weapons (Light, Medium and Heavy) and four types of melee weapons:
[list]Blades: deal damage across all parts of their target
Cutters: Deal less total damage than blades, but deal all of their damage to a single part of the target
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
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
Melee weapons have also had their drop rates adjusted, so they should be easier to find during a campaign
[/*][/list][/*][*]Backpacks:
Backpacks were the most recent weapon addition to Phantom Brigade. They have received additional attention in 2.0 to help them shine even more
All backpacks now have perks like the rest of the gear in the game
There are now different rarity tiers of backpacks
Higher rarity backpacks have module slots for further customizability
Defensive backpacks have barriers on top of their integrity
Launcher backpacks now correctly display their launch trajectory on the equipment info card
Added three new backpack types
[list]Sequence: Medium range missile launching backpack that fires a barrage of partially guided missiles
Strider: Long range missile launching backpack that fires a series of fast, partially guided missiles
Cargo Rack: A backpack that will increase your salvage budget if it survives the mission
Shields:
Shields are now immune to pilot damage, and status buildup. If the shield action is taken to block an incoming shot, bullets hitting the shield will not damage the pilot or apply status effects
[b]Rebalanced Enemy Factions[/b]
Each faction has its own equipment and specialization, making each province a fresh experience.
Encounter four distinct enemy factions over the course of your campaign
[list]Army:
[list]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.
Reserves:
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.
Experimental:
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!
Spec-Ops:
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.
[b]Quality of Life Changes[/b]
Some of the most highly-requested QoL changes that you've been waiting for since 1.0!
Directly compare your mechs' equipment with potential salvage after combat
[list]All player mechs and their equipment are listed on the lefthand side of the screen during salvage
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
Equipment can now be upgraded directly from the unit editing menu
When a piece of equipment is selected in the unit editing menu, a button labeled "Upgrade" will be present
If you have the resources, you can upgrade the item a set number of times
It's now possible to view guaranteed rewards, conditional rewards and enemy squad sizes from the overworld
If a mission is selected on the overworld, the mission card will reveal the reward groups available for that mission
There are two types of reward: Guaranteed (will always be awarded on a victory) and Conditional (will be awarded for fulfilling certain conditions)
Squad types, sizes, and reinforcements can also be seen in the tabs at the bottom of this UI
Liveries can now be permanently equipped to a mech
Liveries can be permanently assigned to a whole mech or just certain sockets
These will override all liveries on newly equipped parts
This can also be disabled via settings, if preferred
Chromatic aberration and colour change when scrubbing through the timeline can now be disabled via settings
[/*][*]Additional difficulty settings have been added
Incoming pilot damage (how much damage your pilots take from enemy fire)
Pilot experience gains (how quickly pilots gain experience)
Baseline camp recovery (how much you heal during camping)
Camp resupply (default number of camp supplies available)
Difficulty presets to tailor your experience are now better presented when starting a new game
Select from easy, medium, and hard, or create your own via the custom sliders
Change difficulty at any time from the pause menu
Autosaves now appear as a notification in the Updates panel during gameplay
[/*][*]Mechs are no longer permanently lost on destruction
Every time your mech goes down in combat, it gains a defect ("frame fracture"), similar to pilot trauma
Only repeated destruction reaching the limit will lead to permanent loss of the mech frame
This prevents situations where one defeat could wipe entire player mech inventory and block progression
The new mechanic can be adjusted through the difficulty settings
[b]Narrative Changes[/b]
A more cohesive and fleshed-out world.
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
[list]Using your unique predictive technology, lead a guerilla rebellion alongside the Fyrland Freedom Fighters to liberate your country!
Fully rewritten text and dialogue as you move between the overworld, combat, and between provinces
[/*][*]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
[/*][*]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
[/*][/list][b]Events[/b]
Rewritten and reimagined narrative events allow you to do some intentional sidequesting while you liberate each province.
Engaging with optional events is now 100% player controlled - approach them on the overworld, or keep moving to the next skirmish
Event outcomes have been reworked to have a greater and more predictable effect on gameplay, impacting your pilots, equipment, resources, and more
Fully rewritten text for all narrative events to keep things fresh and exciting
Time-based events have been removed (you are no longer stuck watching stars)
Events are balanced to avoid repeats, so there's always something new to discover
[b]⚒️ Bugfixes[/b]
Multiple fixes to the collision code were made to prevent some major issues from 1.0.
Reduced likelihood a unit will be driven underground in collision
Turn off crashing when crash action goes away
Added logic to detect terrain slopes when crashing
Reduced puppet dancing after replay
Fixed terrain destruction issues
Fixed lighting at nighttime to improve visibility in combat
Fixed inaccurate equipment tags. All equipment is now tagged appropriately, allowing for easy filtering and sorting
Fixed several issues related to displaying heat inaccurately on the timeline
Fixed disabled/inactive units (whether by death, concussion, or ejection) to stop causing collisions, damaging terrain and triggering explosions
Fixed movement actions on the timeline causing issues when previous actions were deleted (applies to run, wait and dash)
Inputs such as cancel and enter can no longer be unbound, preventing situations where basic functions of the game cannot be carried out
[b]???? Known Issues[/b]
BGM will not play on the overworld if a save is loaded during combat. This is resolved when combat is entered and completed
Some events do not display their outcomes correctly
Some UI mech editing does not refresh correctly under specific circumstances
When using shotguns, the damage numbers do not appear correctly, making them appear to do far less damage than they actually do
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.
Some achievements do not unlock correctly
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
Text in the tutorial says 'double-click or long hold to equip a part'. This is inaccurate - only a single click is needed
Two provinces in the third region might load with incorrect landscapes
Some localizations may have inaccuracies
[list]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
Please let us know if you find typos, general poor translation, or other issues in your language via Alt+B
