Changes in 0.2.2-b1068
🦾 indicates changes due to community feedback!
- We’re introducing different Scenario types! Up until now, every encounter has been an Elimination Scenario.
- Our first new scenario: Smash and Grab
- Certain combat encounters with particularly strong enemies (Convoys, Outposts and Caches) no longer require total elimination of the enemy
- Move your units into the Loot Zones to secure supplies and maybe even a part or two and beat a hasty retreat using the Tactical Retreat Zone
Those who fight and run away can live to fight another day!
- A fight to the death is no longer required – there are now Tactical Retreat Zones in most Combat Scenarios
- After several turns a retreat zone will appear somewhere along the edge of the map. If things are going south, get into a zone by the end of your turn and that unit will no longer be active in battle
- You must move all your units to the zone to retreat from battle successfully
- Depending on the Scenario, retreating will yield different results:
- Elimination: a retreat is a defeat, but you escape with your lives and units intact(ish). Lick your wounds and try again to gain control of the site
- Smash and Grab: As long as you’ve secured the supplies you came for, a retreat counts as a win for you! Wait for the retreat zone to turn blue and then escape to end the encounter
- There’s a chance of gaining some supplies even if you don’t gain control of a site, regardless of the type of Scenario
- New “Defector” Narrative Event – can you rescue the defector before they’re captured by the enemy? There might be something in it for you…
Outnumbered, but not outplanned
- New “outnumbered” music track variant in combat
New Civilian Map
- Liberate yet another idyllic village
Community Requested Features
- 🦾 Repairs are queued automatically after combat
- 🦾 Repair time scales based on damage done to a unit
Experimental Saves – what you need to know
- Experimental saves now live in their own folder beside Stable saves in `Documents/My Games/Phantom Brigade/`
- You can load saves from Stable in Experimental, but you can’t load saves from Experimental in Stable. It’s also not possible to load a save from a more recent version in a older version
- If you are a player on Experimental and you want to move your saves over to Stable after a monthly release, you can copy your files from the `Saves (Experimental)` folder to the regular `Saves` folder and they will then show up. We recommend only doing this when you know Stable has caught up to Experimental (otherwise, you might run into bugs)
Backwards Compatibility Continuity
- Due to adding scenarios, we’ve had to make changes to the way the overworld handles changes:
- Any provinces that you previously owned will still belong to you
- Any provinces that you didn’t own will be reset to 0 hope, and all their sites will be returned to the enemy
- This will enable you to enjoy new scenarios without having to start a new campaign. We plan on iterating on this system throughout Early Access. Please keep this in mind when saving your game and going from one version to the next.
- Forts are now called Camps
- Updated the game credits
- A fancy new background for your Results screen
- More bug fixes!
- More adjustments to balance!
Fixed issues in 0.2.2-b1068
- Bug fixes for our new features!
- Various fixes to text issues and typos
- Tentative fix to a softlock caused by only having a unit without sufficient equipment to enter combat, and not enough supplies to create a new unit and parts build
- Fixed an issue where loading a save made on the second step of certain events would double-up the event
- Fixed cramped areas in certain maps causing pathing issues
- Fixed melee sword VFX playing on fallback kick melee, adjusted size for knife
- Various fixes to the “Village Raid” event