Phantom Brigade Known Issues

KNOWN ISSUES IN PHANTOM BRIGADE

(last updated 1/14/2020 for 0.2.2)

  • All scenarios are listed as ‘elimination’ at the moment due to a bug in the display - remember that Outposts, Caches and Convoys will all be Smash and Grab scenarios!
  • Descriptions of sites on the map won’t update to reflect that they’ve been liberated
  • It is possible to lose capture progress on a province which is not fully captured when loading an older save state. This can be avoided by ensuring provinces in your game are fully captured before attempting to load a save from an older version.
  • All provinces liberated in old saves will trigger a celebration event when you enter them first time after world regeneration
  • After retreating from the Broken Down Convoy and Small Outpost in Ostbager-Weil, player can no longer re-engage in combat with that PoI
  • Green circles appear below an allied unit’s checkpoints and the enemy tank’s spawn locations during the tutorial
  • Retreating from a Village spawned by a Village Raid event makes it non-interactable on the overworld permanently
  • “Retreated” units can still plan actions and do damage to other units while invincible
  • Post-victory screen rewards are sometimes inaccurate
  • Loading an autosave on the overworld during combat doubles up the music (can be avoided by loading from the main menu instead of the pause menu)
  • Saving during combat is currently unavailable
  • Occasionally, in combat with multiple waves, an enemy mech will spawn in in a ragdoll state
  • Workshop-created gear matches the last liberated province instead of the highest level liberated province
  • Tooltips flow over edges of screen, becoming unreadable
  • Borders on world map jitter; clip into terrain
  • Melee strikes do not connect when the target is too close
  • Tutorial ends after an extra turn is executed if the player has ejected
  • Fog is not displaying at the beginning of the tutorial correctly
  • Unit appears unequipped when first entering the base or going from any part of the base to units
  • Left arm never displays it has items in its inventory in unit editing
  • If structure underneath a unit is destroyed the unit will not fall
  • Destroying the arm of an enemy mech leaves behind pieces of its weapon
  • Unit appears unequipped when first entering the base or going from any part of the base to units
  • Some Heavy Pistol models are not displayed when equipped in the base
  • Various typos, filler text, missing text, text overlap, and text cutoff in UI throughout the game
  • War Memorial sites sometimes cannot be salvaged
  • Effective range ring is still visible after cancelling an attack, sometimes at an angle
  • Items with stat equal to 0 show in the stat information UI
  • Parts with barrier have mismatched integrity/barrier stats
  • Melee weapons do not appear in inventory screen
  • Some arms have “barrier regeneration” subsystem even though they do not have barrier
  • Base movement is not remembered when saving and loading
  • Loading a save made in the base without quitting to desktop loads most recent state of the base
  • Sorting currently sorts by both name and level at the same time
  • ESC does not open pause menu if used to back out of unit editing
  • Occasionally, it is possible to push a tank into a building
  • Occasionally, destroying a mech’s upper body does not destroy the unit
  • Occasionally, net heat output is inaccurate
  • Pilot recruitment counter resets if the game is reloaded before it has reached 100%
  • Map in mission briefing is blank when loading an autosave before combat with a roaming enemy
  • Enemy units are not being added correctly to the unit list after turn 9 in the final battle
  • Selecting another unit while cancelling an action will reset the appearance of the action in the timeline
  • Audio cue is doubled up when cancelling an action on the timeline
  • Player is prevented from continuing their movement action into the next turn if their first movement fills the entire timeline
  • Hovering over the timeline without input will cause scrubber to jump back a couple of milliseconds
  • Num (-) makes the main menu disappear/reappear
  • Some weapons rotate at an offset in inventory screen
  • Loading a save made in the base after quitting the game loads to hangar
  • Exiting site inventory exits to overworld
  • Error when a player submits an empty bug report
  • Unit selection panel does not start at 0 in scenarios with waves
  • Save name cannot be completely deleted when named “save”
  • Default and built units appear to have barrier stat
  • Occasionally, two fallback melee actions can appear on a shield unit with one destroyed arm
  • Village continues to appear smokey after village raid event is resolved
  • Naming a save with ellipses ("…") throws an error
  • Navigating to inventory in base displays the wrong unit the next time the unit menu is viewed
  • Occasionally, narrative events will not cost time, supplies, or hope when they should
  • Entering unit editing after exiting the livery puts the player back in the livery instead of part editing
  • Damage sustained by units from colliding with the environment does not scale
  • Roaming enemies do not display hope provided on victory or defeat
  • Targeting line appears in the vignette at the edge of the screen
  • Options in workshop appear grey when building is cancelled even when they’re available
  • Unequipped mech briefly visible when moving from unit edit to inventory
  • Crash warning is registered for a unit with an ejected pilot
  • Shadows in unit editing jitter
  • Campaign tutorial appears after first event when starting a new game without quitting
  • Fallback melee does not appear until the unit is reselected
  • Counterattack (siege) is reset on save/load
  • Enemy comms SFX are being drowned out by the combat slowdown effect
  • Damage taken and damage inflicted is listed as 0 if the player wins in the first turn
  • The window of one of the houses in the outro cutscene flickers
  • Pilot selection remains when no pilots are on the list
  • Camera movement isn’t blocked in event popups after combat
  • Briefing is briefly visible when transitioning to combat map