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Phantom Doctrine Full Clearance Update 1.1 granted!

Phantom Doctrine Full Clearance Update 1.1

Greetings, Agents!

We are back with another patch for Phantom Doctrine, this time introducing Update 1.1!

You will finally be able to alter the foundations of your spy agency by meddling with our declassified parameter sheets, and include some of your own ideas, based on a guide we've put together for you. Update 1.1 also includes additional Investigation Board content, improved support for ultrawide resolutions, minor improvements and bugfixes listed below.

As always, we sincerely hope that you'll enjoy the new possibilities, and the entire Team wants to express its gratitude for your ongoing support. Stay vigilant, Agents!

Mod support

Modding and Localization Guide

Agents, below you will find all the details necessary to have some fun with modding Phantom Doctrine, alter the texts in the game or add new localizations.

Modding summary:

- A plethora of game parameters can now be accessed and modded via .csv files to provide new gameplay experience with Phantom Doctrine
- Custom agent portraits can be loaded into the game
- Standard enemies can have their outfit presets changed
- You may modify images, texts and parameters of the existing sidestories or even create your new sidestory events to add some interesting context to the main plot
- You may modify all in-game text or create your own localization, however, it will be a bit more tricky

Official guide can be accessed here

Localization:

Editing the localization file is a bit more tricky and requires Unreal Engine 4.19 (please make sure to use this specific version). You can grab it here after setting up your account: https://www.unrealengine.com/en-US/download.

If this requirement does not put you off, a detailed guide can be accessed here

Happy modding, Agents! Oh, and please make sure to share your work with the others on our Official Discord Server in the #modding channel!

Improvements & added content

- Additional variants of Investigation Board snippets and new satellite photos
- Improvements to the already available names and surnames for Agents of various nationalities, and addition of new ones for more variety
- Cabal and Beholder Agents were subject to some body engineering treatments and had their stats balanced
- The Point of Interest popup on the World Map now displays the maximum number of Agents that may embark on a given Assault Mission
- Agents carrying bodies have been trained to open and close doors on demand
- VFX tweaks for weapon muzzle flashes and explosions

Bugfixes:

- The "plant explosives" mission type is now always loaded with the appropriate non-story levels
- Bargain ability Damage Threshold tooltip is now consistent with the actual boosted value (50DT instead of 200DT)
- Alt-tabbing while having the gamepad selected as the primary input device no longer causes the game to receive additional input from the mouse
- Workshop’s crafting assignment button states should now be more consistent with other facilities
- Tiles no longer guarded by enemy units after the effect of the Distract ability fades are not marked as dangerous anymore
- Fixed: The issue of agents being sometimes blurred out in the Forger’s Agent Customization screen
- The game can now be launched also in 3840x1080, 3440x1440 and 2560x1080 resolutions, providing proper access to the Main Menu
- All loading screens should be now properly displayed in ultrawide resolutions
- All Investigation Board files and snippets regardless of the chosen language are now properly displayed and accessible also in the 1280x1024 resolution
- Fixed: A rare occurrence in which enemy agents who were supposed to enable the CCTV systems were not only disabling them, but also hijacking the game camera altogether, resulting in a softlock
- Various text and localization fixes

If you encounter any issues, wish to chat about Phantom Doctrine or just poke the Devs, our Official Discord Server is where we’ll keep hanging out.
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mannefriedrich:
Mod support! Excited to try this - hopefully it'll let us change the auto teleportation stuff as well as scripting our own plot/missions. Will try as soon as the "backup" patch is available for non-Galaxy download.

At first glance, there appears to be a LOT of stuff that's exposed to modding, and the modding guide appears to be quite detailed. Thanks devs - that's pretty awesome support right there. An awesome example of how to support a game post-release. Hopefully I can get some time in my busy schedule and/or overcome my extreme laziness to use this to create a worthy Phantom Doctrine UGC/Mod/offshoot/thingy...

Edit: OK it's not QUITE as moddable as I originally thought - but I was likely expecting too much. Definitely still commendable for having modding available at all...
Post edited February 15, 2019 by squid830
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squid830: Mod support! Excited to try this - hopefully it'll let us change the auto teleportation stuff as well as scripting our own plot/missions. Will try as soon as the "backup" patch is available for non-Galaxy download.

At first glance, there appears to be a LOT of stuff that's exposed to modding, and the modding guide appears to be quite detailed. Thanks devs - that's pretty awesome support right there. An awesome example of how to support a game post-release. Hopefully I can get some time in my busy schedule and/or overcome my extreme laziness to use this to create a worthy Phantom Doctrine UGC/Mod/offshoot/thingy...

Edit: OK it's not QUITE as moddable as I originally thought - but I was likely expecting too much. Definitely still commendable for having modding available at all...
I was very excited by the part of the 1.1 patchnote mentionning modding capabilities and guide... You too mention the guide when telling it is very detailed... Is the guide within the game's installation folder ? I ask because i couldnt find the guide... Or is it available either at Steam's hub for the game, or dev's website ?
I'd really be interested into that aspect of the game, but so far, game's files seems not quite different from before 1.09 to me and, without guide and/or dedicated tools, i see no way of modifying much or inserting custom data (like agents portraits); also, patchnote mention .csv files to modify, but i could only find some XML ones in the game folder.

Thank you in advance for additional info about this...
avatar
squid830: Mod support! Excited to try this - hopefully it'll let us change the auto teleportation stuff as well as scripting our own plot/missions. Will try as soon as the "backup" patch is available for non-Galaxy download.

At first glance, there appears to be a LOT of stuff that's exposed to modding, and the modding guide appears to be quite detailed. Thanks devs - that's pretty awesome support right there. An awesome example of how to support a game post-release. Hopefully I can get some time in my busy schedule and/or overcome my extreme laziness to use this to create a worthy Phantom Doctrine UGC/Mod/offshoot/thingy...

Edit: OK it's not QUITE as moddable as I originally thought - but I was likely expecting too much. Definitely still commendable for having modding available at all...
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Djaron: I was very excited by the part of the 1.1 patchnote mentionning modding capabilities and guide... You too mention the guide when telling it is very detailed... Is the guide within the game's installation folder ? I ask because i couldnt find the guide... Or is it available either at Steam's hub for the game, or dev's website ?
I'd really be interested into that aspect of the game, but so far, game's files seems not quite different from before 1.09 to me and, without guide and/or dedicated tools, i see no way of modifying much or inserting custom data (like agents portraits); also, patchnote mention .csv files to modify, but i could only find some XML ones in the game folder.

Thank you in advance for additional info about this...
As mentioned in the patch notes above the official guide is available here, and the guide for editing the localization files here.
thanx a lot... i wonder why they could not put those guides directly among the files of the update... it would have make sense as such guides are "now" part of the game in a way...

Much reading to do, but i'm glad the devs carried out to making 1.1 update and providing those modding ground and guides despite the recent studio's loss of half its folks...
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Djaron: thanx a lot... i wonder why they could not put those guides directly among the files of the update... it would have make sense as such guides are "now" part of the game in a way...

Much reading to do, but i'm glad the devs carried out to making 1.1 update and providing those modding ground and guides despite the recent studio's loss of half its folks...
You also need to download the CSV files and manually copy them into an appropriate sub-folder. It would have been better for these to be in a folder in the game directory already, but as you say at least we have some modding capability now.

There still doesn't seem to be a way to stop the lame auto-teleportation thing to/from tactical missions though, as far as I can tell. Which is the main thing I wanted to change.
Post edited February 18, 2019 by squid830
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Djaron: thanx a lot... i wonder why they could not put those guides directly among the files of the update... it would have make sense as such guides are "now" part of the game in a way...

Much reading to do, but i'm glad the devs carried out to making 1.1 update and providing those modding ground and guides despite the recent studio's loss of half its folks...
avatar
squid830: You also need to download the CSV files and manually copy them into an appropriate sub-folder. It would have been better for these to be in a folder in the game directory already, but as you say at least we have some modding capability now.

There still doesn't seem to be a way to stop the lame auto-teleportation thing to/from tactical missions though, as far as I can tell. Which is the main thing I wanted to change.
yes i can understand the need or feeling to get rid of the teleportation behavior (if by that, you mean that once you launch an assault on a mission site, agents can be assigned to tactical team regardless of their current location compared to the mission's site, even if they are too many plane-flight hours away from the site while mission time window expires)

it is a behavior i found rather funny and strange... now the only workaround i see is a volontary manual one (as in: do the mission with the people who were on site, and/or when you make tactical recon or preparations to this mission, bring more agents to the site before assault become available, and only use said agents). Sure it would be better if the game would enforce it by itself, but you can always self-impose such thing upon yourself though not ideal. (but it also goes the other way: after a mission, people used during the mission, especially as supports/spotters, get sent back to base while you may had wanted them to stay within this world's area for further inquiries)

Again it's a funny/silly game behavior, it sort of breaks the immersion, but the game works rather fine despite of that for most players except for the most difficulty-craving people.

On another hand, and related to patchnote 1.1 and modding tools, i really would have liked the devs to provide map creation tool (for people who want to create additional maps for their own story mods), considering the studio is disbanding and wont work further on the game either. If they abandon the game, at least, leave us a few more tools to let us take care of the game ourselves
avatar
squid830: You also need to download the CSV files and manually copy them into an appropriate sub-folder. It would have been better for these to be in a folder in the game directory already, but as you say at least we have some modding capability now.

There still doesn't seem to be a way to stop the lame auto-teleportation thing to/from tactical missions though, as far as I can tell. Which is the main thing I wanted to change.
avatar
Djaron: yes i can understand the need or feeling to get rid of the teleportation behavior (if by that, you mean that once you launch an assault on a mission site, agents can be assigned to tactical team regardless of their current location compared to the mission's site, even if they are too many plane-flight hours away from the site while mission time window expires)

it is a behavior i found rather funny and strange... now the only workaround i see is a volontary manual one (as in: do the mission with the people who were on site, and/or when you make tactical recon or preparations to this mission, bring more agents to the site before assault become available, and only use said agents). Sure it would be better if the game would enforce it by itself, but you can always self-impose such thing upon yourself though not ideal. (but it also goes the other way: after a mission, people used during the mission, especially as supports/spotters, get sent back to base while you may had wanted them to stay within this world's area for further inquiries)

Again it's a funny/silly game behavior, it sort of breaks the immersion, but the game works rather fine despite of that for most players except for the most difficulty-craving people.

On another hand, and related to patchnote 1.1 and modding tools, i really would have liked the devs to provide map creation tool (for people who want to create additional maps for their own story mods), considering the studio is disbanding and wont work further on the game either. If they abandon the game, at least, leave us a few more tools to let us take care of the game ourselves
Yeah I do the "self-imposed" thing of only letting agents already on-site participate in tactical missions, but as you said they still auto-teleport back home. Since the only time agents would ever gain enough heat to have compromised IDs is after a mission (unless you leave them somewhere when the enemy completes a scout mission, which is easy enough to avoid) - they've effectively removed one of the few occasions where you'd have to get agents with compromised IDs out. Sure, all that does is increase travel time - but that could make some difference, as opposed to completely negating this by insta-teleporting straight back home.

The thing is, even at max difficulty, it's pretty trivial even with this self-imposed limit - and even if I had to get compromised agents back home, it still wouldn't be that hard. I think I only rarely had the enemy actually complete one of those "plot" missions (where it advances the "doomsday timer") - so it's just baffling why they thought that this mechanic was at all necessary to begin with.

The other strange thing is that ambushes - which are more likely with high heat or compromised agents - only ever occur if an agent is travelling solo. Which is pretty much never necessary, and mostly pointless since any "mission" (such as the prerequisite missions to scout the site, to enable support for tactical) requires a minimum of two agents anyway, so sending only one may mean not having enough time (since you'll still have to fly other agent(s) there).
Post edited February 19, 2019 by squid830
Hey I've been waiting to get this game until mod support was released, but now it appears it has been.

Is the 1.1 patch available on GOG?

https://www.moddb.com/news/mod-support-added-to-espionage-strategy-game-phantom-doctrine
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Dilbertus: Hey I've been waiting to get this game until mod support was released, but now it appears it has been.

Is the 1.1 patch available on GOG?

https://www.moddb.com/news/mod-support-added-to-espionage-strategy-game-phantom-doctrine
Yep, the 1.1 patch was added here on GOG some time ago. These devs were really good when it comes to GOG releases, which was definitely refreshing (delay between us and Steam was generally less than a day).