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