Phantom Doctrine cover
Phantom Doctrine screenshot
PC PS4 XONE Switch Steam Gog
Genre: Role-playing (RPG), Simulator, Strategy, Turn-based strategy (TBS), Tactical, Adventure

Phantom Doctrine

Phantom Doctrine Patch 1.0.5 + Dev Stream


Greetings, Agents!


We're reporting back to let you know that Patch 1.0.5 will be deployed by the end of the day (CEST). It's been another busy week for us, but we're extremely happy with all the feedback you've been sharing and your ongoing support.

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

Developer Livestream


It's becoming sort of a tradition now, but once again some of us will be compromising their identities to play Phantom Doctrine live for you, walk you through the latest changes, anwer your questions, and attempt to influence you with some MK Ultra subliminal techniques we've been practicing lately in the shadows of our office.

Please, feel invited to tune in for a quick brainwashing session chat either on our Steam Page or Good Shepherd Entertainment Twitch Channel. The stream will take place today at 19:00 CEST.

If you can't make it, remember we're always there for you on our Official Discord Server.

Again, thank you very much for giving our work a purpose.

CreativeForge Dev Team

Phantom Doctrine Patch 1.0.4 + Dev Stream



Greetings, Agents!


A lot has happened since the launch of Phantom Doctrine last week, but one important thing can, and definitely should be said - we wouldn't have made it without your endless support, trust and positivity! For that, the entire CreativeForge Team wants to wholeheartedly thank you! You're incredible! :)

Patch 1.0.4 deployed!


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

Developer Livestream


Since from the very beginning our goal has been to stay as transparent with you as possible, we decided to organise a Dev Stream explaining and showcasing all the changes that we've made to the combat system in patches 1.0.3 and 1.0.4

Please, feel invited to tune in for a chat either on our Steam Page or Good Shepherd Entertainment Twitch Channel. The stream will take place today at 19:00 CEST.

Again, we truly appreciate your feedback, and we promise to keep supporting Phantom Doctrine, as we have so far.

CreativeForge Dev Team

Phantom Doctrine Patch 1.0.3 deployed!



Greetings, Agents!


As we're continuing our efforts to introduce all the necessary changes and fixes, we are now ready to deploy Patch 1.0.3.

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


As always, feel free to get in touch on our Official Discord Server. Thank you for your support and, as always, we'll be awaiting your feedback.

CreativeForge Dev Team

LOS/LOF Patch BETA - Experimental Branch

tl;drWeekend patch on beta branch available now; expected general release tomorrow (Monday); bigger patch with more stuff expected Wednesday!

Agents, we've got good news at the end of the weekend! Based on the feedback of a significant part of the community, we worked all weekend on reviving a modified LOS/LOF model which was considered during development but ultimately shelved in favor of the originally released solution. Because of the impact on balance and pacing of combat, we are releasing this patch in a different way first: as an experimental beta branch. With that we're saying a couple of things: this LOS/LOF model is not final yet.

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. After a test of the current patch on the beta branch, we'll release it to everyone, most likely on Monday. Please let us know how you like the changes!

Because this is a beta patch, you should back up your save files before switching! You can find them at C:\Users\[user name]\AppData\Local\PhantomDoctrine\Saved\[steam id]\SaveGames

To switch to the experimental branch, right click the game in your Steam Library, choose the Betas tab and finally the experimental_branch.

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


As always, feel free to get in touch on our official Discord server. Thank you for your support!

Preliminary Patch Notes for Upcoming Two Updates [LOS/LOF]

Due to the balance implications, we're conducting additional tests of the Line of Sight system improvements. They also require modifications to the animation tree. Because of that, we'll publish the improvements in two stages. First the disabling of sidesteps for targets not in full cover (free sidesteps), then additional clarifications of LOS / LOF situations.

The first of the patches is expected during the weekend and should address a majority of the most confusing LOS situations. The second patch will require more work to bring it to the quality and stability we require so we expect it on Wednesday. Below is a preliminary set of patch notes for the two updates. We will incorporate as many as we can into the weekend patch, the rest and further improvemens will be released with the Wednesday update.


  • sidesteps for targets not in full cover removed [weekend patch: this will address a majority of reported LOF issues]
  • improvements in the clarity of sidesteps in full cover
  • weapon ranges reduced
  • increased visibility of CCTV consoles and loot / intel containers
  • the Blinding Laser ability now also reduces target awareness by 100
  • reinforcements no longer spawn too close to the player
  • corrections for the Italian, Spanish and French localizations
  • fixed: rare UI lock when transitioning from the investigation board to the world map
  • fixed: a block in specific circumstances while shooting in a cloud of gas
  • fixed: a sporadic progression error in specific instances during events related to Undertow
  • fixed: late completion of an optional objective in the KGB campaign now also yields a reward
  • map geometry improvements and fixes
  • various balancing tweaks and game improvemens]
  • improvements to dust storm effects


As always, your feedback and reports are greatly appreciated by the entire team. We're monitoring the forums and the official Discord server and offering support as quickly as we can. Thank you for all the kind words, good ideas and keen observations. Your input is very informative in prioritizing our work on improving the game.

Improving the Line of Sight Mechanic

While we work to improve the Line of Sight / Line of Fire mechanic, you may be interested in a blog post penned by our Lead Designer, explaining the logic behind the original design. We should have more news on that topic for you tomorrow.

CFG Blog: The Phantom "Wallhack"

Phantom Doctrine Patch 1.0.2 released!

Hello Agents! Patch 1.0.2 is deployed, here are the Patch Notes:


    <*>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.

    We expect the remaining minor problems with other localizations to be fixed tomorrow, along with further improvements. As always, feel free to talk to us directly on our official Discord server.

    Untitled

    Phantom Doctrine Patch 1.0.1

    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 expect to have all other languages in order tomorrow. We're also working to explain the "shooting through walls" perception and offer alternative designs for it.

    Please keep in touch on our Discord: discord.gg/cfg

    Phantom Doctrine | Day 2 Update | Game Manual


    Greetings, Agents!


    As promised, we're reporting back to share an update concerning our top priority fixes we're currently working on, and a basic roadmap.

    Day 2 Update



    • There’s a localisation issue with a very small portion of the game’s text (less than 1%), unfortunately concentrated at the beginning of the game. The main languages affected are Russian and Chinese, with Spanish and French to a lesser degree. This is currently being remedied, and depending on the language, we expect a final fix no later than tomorrow.
    • Many players flag an issue with enemies shooting “through obstacles”. In most cases this is a problem of us not fully visualising how the sidestep system affects an actual line of sight which exists. It’s on us and we’re working on addressing both the visualisation and the way the system is engaged.


    Mod Support


    After these two crucial issues above are solved, along with other less frequently appearing problems flagged by you, we will start our work on mod support, which will be the first big addition to Phantom Doctrine.

    Game Manual


    We've also created an Official Phantom Doctrine Manual to help you get familiar with some of the game's features.

    Further support


    Please help us out and post all your findings in relevant topics set up for this purpose:

    Thank you for all the interest, support and feedback. Just like we always promised, we’ll continue to update, improve and expand the game. If you’d like to talk to us directly, you're welcome to reach us on our Discord Server.

    CreativeForge Dev Team.