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Greetings, Agents!

This thread will serve as a place where we aggregate all the patch notes and post-release updates for you.

If possible, please refer other players here once you notice that they are asking about issues adressed below. It would have been a huge help for us, since the entire team is busy with getting the patches out as soon as possible, and we're a bit short-handed in terms of replying to all the repeating questions.

We will truly appreciate all your help in enabling us to fully focus on deploying fixes as soon as possible. Thank you very much for your support.

CreativeForge Dev Team

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LOS/LOF issue explained
Please refer to our detailed explanation of how the system currently works, and why the visualisations of what's going on might be so confusing. We are in the process of devising a significant improvement to this system and we'll be updating you on the process as we go.

Patch Notes:

Patch v1.0.1
Fixed: placeholder lines in the Russian localization
Fixed: disposing of bodies of enemy agents (including story characters) no longer causes a crash
Fixed: minor corrections in other languages

Patch v1.0.2
Fixed: replaced placeholder lines in the Chinese localization
Fixed: civilians run away properly, no longer blocking doorways
Fixed: the Distract skill should work properly in all cases
Fixed: occasional issues with autosave files in Ironman mode
Improvement: characters in full cover lean out/turn towards an attacking shooter

The improvement above should address the first, small portion of LoS visualization issues. The process is ongoing for more radical changes in the Line of Sight/Line of Fire mechanics and we expect to deploy it soon.

Patch v1.0.3
The most important change is that enemies no longer take player's free sidesteps into account (player characters no longer have an 'extended hitbox' in LOF calculations). That should eliminate a huge majority of the instances where enemies would appear to be shooting through obstacles.

We're working on more tweaks to the entire system and we're aiming for Wednesday with an expanded patch that includes further improvements, animation changes and more enhancements to the LOS/LOF.

Full patch notes:
enemies no longer take player controlled agents' free side-steps (should eliminate a vast majority of enemies appearing to shoot through walls)
improved direction of leaning out from full cover
increased visibility of CCTV terminals and loot/secret file containers
by popular demand: lower dust storm density in CIA mission 01
fixes for the Italian, Spanish & French localization
fixed: specific cases where UI would lock up while transitioning from the IB to the map
fixed: a block caused by specific instances where air support couldn't target anyone upon arrival
fixed: campaign progression issues related to Undertow
fixed: New Identity screen now has the Confirm button visible in all screen resolutions
fixed: a Vigilant agent restoring CCTV operation will no longer cause infinite turns
fixed: moving from the IB to the world map using a hotkey after solving files is now safe

Patch 1.0.4
We believe that with Patch 1.0.4, the significant majority of LoS/LoF, animation and combat system issues should now be solved. If necessary, we will keep further tweaking it to provide you with the best possible experience.

Major improvements:
- weapon ranges and viewing distances rebalanced
- new visualizations for characters leaning out of full cover (increasing visibility for the full cover sidesteps)
- improved AI behaviors
- revealing an enemy attacker in Fog of War for the duration of the attack
- characters no longer perform unnecessary sidesteps

Bug fixes:
- fixed a continuity issue with the Omikron Detention mission under specific circumstances
- fixed a continuity issue with the Locate Lamster mission under specific circumstances
- fixed an issue with icons disappearing from the world map in specific conditions
- solved an issue where occasionally the campaign could be continued after failing a story mission
- fixed an occasional issue caused by an operative shooting from within a gas cloud
- numerous fixes to minor issues with collisions/visibility caused by objects on maps

Patch 1.0.5 details
This patch brings important progression-related fixes, changes to the Actor Perk, AI, XP gains, and many more.

Improvements:
- the Actor perk decreases the range of recognition while in disguise (before: could never be revealed with said perk)
- the Agent Overview window (before: Background) in the Crew Quarters facility now displays all abilities, including passive ones
- improved generation of Hideout Candidate locations (prevents a selection of only the most expensive options, possibly leading to a bakruptcy loop, and other tweaks)
- secret documents are only visible in the deployment phase after conducting Reconnaissance of the location
- improvements and balancing of AI
- experience gains balance
- miscellaneous tweaks and improvements to animations

Bugfixes:
- fixes an error which could lead to a progress block during the Undertow-related events (doesn't resolve the issue for save files with blocked progress)
- fixes an error leading to icons on the World Map disappearing
- fixes wrong damage values (and sometimes blocks) which could occur while shooting from overwatch mode beyond a weapon's range
- fixes an issue which could lead to the disappearance of the top status bar in the strategic view after clickling Background in the Hire tab in the Crew Quarters
- fixes an error which could under specific circumstances lead to a block when entering an enemy's overwatch area
- fixes an error which could lead to a block when attempting to move in the area of effect of Blister Gas
- fixes an issue with saving the game when a player ends the turn with a hotkey while aiming
- fixes an error in Danger generation for agents captured by Beholder
- fixes an error with previous abilities not being removed after changing Training
- key bindings for alternative keys are working correctly
- dodge cost modifiers now update correctly in the Crew Quarters interface
- fixed an issue with launching the game on the main monitor on multi-screen setups
- the misplaced M-16 weapon is back in the game :)
- various minor tweaks and fixes

Patch 1.0.6 details

Improvements:
- Dispose of body/pick up agent cutscenes are now skippable (yay!)
- The Interconnected ability now only works after a successful tactical recon of the mission area
- Volume of cinematic cutscenes played during missions adjusted
- Improved enemy agent behavior while in vigilant mode
- Removed an exploit resetting agent Heat with a tech unlock
- Improved tooltips for armor, weapons and items when comparing them

Bugfixes:
- Removed an issue with endless slow-mo for overwatch triggered for enemies in cover
- Skipping a turn with the evac panel open will not block the UI
- Removed a potential block caused by an enemy vigilant Agent trying to turn laser sensors on again
- A patrolling Agent will no longer fall off the map while jumping down
- Tracked down an eliminated a pesky rare bug which could block the game when choosing an enemy and an ability in the tutorial
- A rare technical issue when opening a new secret file is now dead and buried
- After rescuing an operative being interrogated in an Enemy Cell location, Danger gain will be correctly reduced
- An Operative working on a Hideout assignment can't be hospitalized because of a Side Story Event at the same time
- Agents in support cutscenes are now dressed in correct clothes
- Opening a door will no longer cause a nearby civilian to move
- Corrected a tooltip repetition for single shot stats of SMGs and rifles
- The system cursor should no longer appear and supersede the in-game cursor
- A disguised Operative carrying a body will now correctly upset civilians on sight
- Removed an exploit from a KGB story mission, allowing to load a game and revert to infiltration mode
- Corrected World Map text in the Italian localization
- Improved gunshot sounds passing through grids with cars
- Smashing of already broken glass will no longer be attempted
- A variety of small fixes
Post edited October 03, 2018 by CFG_Hitch_
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CFG_Hitch_: 16.08.2018
Phantom Doctrine v1.0.1 Patch Notes:


Fixed: placeholder lines in the Russian localization
Fixed: disposing of bodies of enemy agents (including story characters) no longer causes a crash
Fixed: minor corrections in other languages

Thank you for all your feedback and support! We're working on more improvements and fixes.
We're also working to explain the LoS/LoF issues flagged by you and offer alternative designs for it.

Please keep in touch on our Discord.
Just dont explain the Line of Sight problem away and basically blame the players for not understanding it. If its a problem it should be adressed and potentially changed. Thx for the patch notes though.
How big is this patch? I have 15G of space available and the patch won't update because it says I'm out of disc space.
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marinecapone333: How big is this patch? I have 15G of space available and the patch won't update because it says I'm out of disc space.
Patch itself is 60 meg & req 160 megs additional space to install

Update takes a looong time, thou.
Post edited August 16, 2018 by Yunipuma
no 1.0.2 ?

//edit: Not everyone uses Discord... Security concerns + they collect your data
Post edited August 17, 2018 by 73CC
Please, if the GOG process takes too long, to post a patch, then why not make the new patches available on your discord server?
high rated
Hey, guys. Patch v1.0.2 has been deployed and I updated the first post in this thread accordingly.

In terms of the LoS/LoF issue, please refer to the blog post linked there.

We are continuing our efforts to make things right. Thank you for your support and understanding.

Just dont explain the Line of Sight problem away and basically blame the players for not understanding it. If its a problem it should be adressed and potentially changed. Thx for the patch notes though.
Disagree. I very much appreciate the detailed explanation. I now understand what they did and why they did it, and the compromises they had to made. I still hope they're able to find a better solution but at least it does not feel like the IA cheats or that the game is bugged.
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CFG_Hitch_: Hey, guys. Patch v1.0.2 has been deployed and I updated the first post in this thread accordingly.

In terms of the LoS/LoF issue, please refer to the blog post linked there.

We are continuing our efforts to make things right. Thank you for your support and understanding.
So no endless reinforcements fix? Or are you do not even planning it?
Nice explanation of the LOS mechanics. I was operating under XCOM rules since that is what I had previous experience with. in XCOM you only sidestep if you are using cover. Taking a step back to break LOS is actually a strong tactic in XCOM depending on the situation.

However like in XCOM I've also encountered LOS bugs in this game and just like in XCOM they mostly occur when there is height differences between combatants. In my case in Phantom Doctrine, shooting through a stair that would have blocked vision irl even with both combatants sidestepping any which way.
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CFG_Hitch_: Hey, guys. Patch v1.0.2 has been deployed and I updated the first post in this thread accordingly.

In terms of the LoS/LoF issue, please refer to the blog post linked there.

We are continuing our efforts to make things right. Thank you for your support and understanding.
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Yunipuma: So no endless reinforcements fix? Or are you do not even planning it?
I have to be honest, I don`t really want to see that `fixed`. The enemy will keep coming if they have many men especially if it`s an army type facility.

Perhaps, to compromise, they can be slowed down or spawn further away so it takes longer for them to get there, but I don`t like the idea of the reinforcements just stopping. It don`t make sense that they would say, "Oh dear they killed 10 of us, oh well better go home and forget about it!"

Or make it optional.
Post edited August 17, 2018 by Socratatus
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Yunipuma: So no endless reinforcements fix? Or are you do not even planning it?
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Socratatus: I have to be honest, I don`t really want to see that `fixed`. The enemy will keep coming if they have many men especially if it`s an army type facility.

Perhaps, to compromise, they can be slowed down or spawn further away so it takes longer for them to get there, but I don`t like the idea of the reinforcements just stopping. It don`t make sense that they would say, "Oh dear they killed 10 of us, oh well better go home and forget about it!"

Or make it optional.
Each one to his own.
And, of course, any balance change MUST be optional.
But, it seems, you have no reason to worry - everything stays the same.
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Yunipuma: But, it seems, you have no reason to worry - everything stays the same.
You say it like I (and maybe others) must be unhappy so that you can be happy. I`m trying to get a compromise here, so we are ALL happy.
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Yunipuma: But, it seems, you have no reason to worry - everything stays the same.
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Socratatus: You say it like I (and maybe others) must be unhappy so that you can be happy. I`m trying to get a compromise here, so we are ALL happy.
No, I say it like I (and others like me who do not want a masochist experience in frustration) must be happy about what you consider "true hardcore stuff" or whatever u want to name it.
I want the game that allows different people different playthrus. Only that & nothing more.
The 'Deluxe Edition Upgrade' offline installer is still sitting at v1.0.1, by the way.
In what ways exactly does it upgrade the Standard Edition anyway? Additional fancy hats or something?
Post edited August 18, 2018 by mannefriedrich