Hey everyone! I just released my new game "The Dead Tree of Ranchiuna". I have been working hard for this title for a very long time through its story, animations, environments, mechanics and everything. I want to thank my friends who supported my all the way. I hope you'll like the final result, when you give it a try.
https://store.steampowered.com/app/1015430/The_Dead_Tree_of_Ranchiuna Lots of tests have been made on its beta but still there can be bugs, so I've opened a thread for it on the game discussions page. After all with this project I have tried many technical things I didn't dare in the previous ones. So here you go!
Hey everyone! I just released my new game "The Dead Tree of Ranchiuna". I have been working hard for this title for a very long time through its story, animations, environments, mechanics and everything. I want to thank my friends who supported my all the way. I hope you'll like the final result, when you give it a try.
https://store.steampowered.com/app/1015430/The_Dead_Tree_of_Ranchiuna Lots of tests have been made on its beta but still there can be bugs, so I've opened a thread for it on the game discussions page. After all with this project I have tried many technical things I didn't dare in the previous ones. So here you go!
Hey everyone! I just released my new game "The Dead Tree of Ranchiuna". I have been working hard for this title for a very long time through its story, animations, environments, mechanics and everything. I want to thank my friends who supported my all the way. I hope you'll like the final result, when you give it a try.
https://store.steampowered.com/app/1015430/The_Dead_Tree_of_Ranchiuna Lots of tests have been made on its beta but still there can be bugs, so I've opened a thread for it on the game discussions page. After all with this project I have tried many technical things I didn't dare in the previous ones. So here you go!
Hey everyone! I just released my new game "The Dead Tree of Ranchiuna". I have been working hard for this title for a very long time through its story, animations, environments, mechanics and everything. I want to thank my friends who supported my all the way. I hope you'll like the final result, when you give it a try.
https://store.steampowered.com/app/1015430/The_Dead_Tree_of_Ranchiuna Lots of tests have been made on its beta but still there can be bugs, so I've opened a thread for it on the game discussions page. After all with this project I have tried many technical things I didn't dare in the previous ones. So here you go!
Happy Valentine’s Day! We thought we’d do something a little special this year to show our appreciation for everyone’s support. As a token of our gratitude, we present to you the official Chasm Instruction Booklet! Inspired by the games we grew with, it contains everything from control diagrams to tips and tricks (and don’t forget that all important Notes page). We hope you enjoy!
- Added a new player spectating camera system while Last Stand is active. Players can be cycled by clicking A, D, Left arrow key, Right arrow key, Left mouse button, Right mouse button.
- Improved the performance of all environment particle effects.
- Improved the performance of gunshot particle effects at medium and long distances.
- Added smoke to the campfire particle effects.
- Improved the fire particle effect of the burnt Mumma Farm on Antietam.
- Fixed a bug with the Springfield M1842 where the reload could not be cancelled if the player was loading buck and ball.
- Fixed an animation glitch when stopping to aim, the arms and weapon would instantly fly back to the Shoulder Arms pose. This occured sometimes if the aim button was being held as the character finished reloading.
- Reverted the capture area sizes of Miller's Cornfieldand Maryland Heights, back to their former, much smaller, sizes in order to fit with the last stand end game event.
Prepare yourselves since new bosses are invading Baratan Fortress as well as 2 bosses will step into the battlefield. We are in dire need of your help Warlords, together help us eradicate this threat!
❓2. GM's Event
"Gm's Clue": Players must find the GM who is hidden somewhere to receive amazing rewards. It won’t be an easy task but stay cool: the GM will give some clues.
The schedules for these events are as follows: * After the GM's event the invasion to Baratan Fortress will begin
🔥3. New Arena 6 vs 6
Get ready for epic and astonishing battles brave Warlords. The new and exciting 6vs6 mode will be all set up on this Friday, Saturday and Sunday during the whole day. Party up and show your might and skills in this new battlefield.
⭐4. Weekend Boosts
This weekend we will be giving ✨100% Drop Gold✨ These Bonus will start on February 15th until February 17th.
Thank you very much for your support. We are counting on your participation.
We are back with another patch for Phantom Doctrine, this time introducing Update 1.1! ːsteamhappyː
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
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
All the details concerning modding and localization can be found here.
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.
We are happy to invite everyone to participate in #Tvori360Time contest! Create your story in VR and share as 360-degree video or create your atmospheric scene and share a panoramic 360 photo. Demonstrate the beauty of spacial views.
#Tvori360Time starts TODAY, February 14th 2019, and the submission deadline is March 14th 2019.Learn more about the contest.
We have a few changes that will have an impact on gameplay. We are currently in the process of making tweaks and adjustments to some of the high impact Operators, while we continue reworks for Operators like Lion in the background.
These changes will come with the Y4S1 patch, and will be available on the Y4S1 Test Server. Please note that not all changes are final, and we will monitor feedback during the Test Server.
ASH Removed ACOG from R4-C Ash is very popular, and very strong. Within the balancing team, we are challenging whether or not all Attackers have ACOGs by default, and feel as if Ash is a great place to learn what impact the removal of Attacking ACOGs will have. Also, her R4-C is currently picked 99% of the time, and this should help balance her weapon pick rate a bit more.
MAVERICK Increase swap time between SURI Torch and weapons His ability to quietly make a hole in a reinforced wall and quickly swap to a weapon to punish Defenders is difficult to counter, so we will be increasing the amount of time it will take for him to swap from the blowtorch to a weapon.
We investigated making the sound louder, but that will require audio work that we cannot complete right now, and is therefore on the backlog of potential future changes.
DOKKAEBI After 18 seconds, phone calls from Dokkaebi will hang up on their own Being in range of Mute jammers will prevent Dokkaebi from calling you Walking into range of Mute jammers will hang up phone calls during the call Our goal with these changes is to reduce the Defender’s frustration when playing against Dokkaebi. By introducing additional options for countering her Logic Bomb will offer more choice for Defenders.
CAPITAO Increasing area of effect size Reducing damage per tick from 19 to 12 We are introducing an improved propagation system that will make the area of effect not to go through objects. We have been working in this new version for a long time and, finally, we are able to see it in action with Capitao’s asphyxiating bolts.
This new system allows us to improve the area of effect and, consequently, to reduce the damage inflicted by the bolts. With these changes we want to shift Capitao back to his original intention, which is that of an area denial Operator. Currently, his asphyxiating bolts are being used almost like a frag grenade, so the damage reduction and area of effect increase should reduce the viability of these asphyxiating bolts being used as frag grenades.
We will also be using the Test Server to experiment with different methods for how the area of effect from asphyxiating bolts interacts with the environment. We are looking for ways to increase how dynamic this area of effect can be when encountering environments with variable heights. Here is an example:
CLASH Removing Muzzle Brake on Machine Pistol The Muzzle Brake on Clash’s Machine Pistol is the worst choice in all scenarios now that it is fully automatic, so we are removing it.
LESION Reduced Gu Mines damage per tick from 8 to 4 Lesion is currently very strong, and we believe that it has to do with the total amount of damage that Gu Mines can inflict to player combined with preventing sprint and defuser planting actions. In order to minimize that, we are reducing the amount of damage that a single Gu Mine can do each tick.
BREACHING CHARGES Deployment animation is much faster Damage on Attacker’s side is reduced from 150 to 50 Damage area of effect on Defender side is increased Lethal damage area of effect on Defender side is reduced We wanted to make the breach charge safer and more comfortable for the attackers to use.
CURRENT STATUS DEPLOYABLE SHIELD We are reworking the Deployable Shield, which has always been difficult to place properly, and also offered very little insight into whether or not your body was protected. We are reworking how the Deployable Shield functions, and how it is used within the game.
SHIELD OPERATORS We are aware that the current playstyle for ballistic shields heavily favors direct gunfights instead of teamwork and tactical positioning. We are looking to address it by slowing down the speed of aiming down sights while having a shield equipped.
LION As mentioned in the intro, and in the Designer’s Notes from Y3S4.2, the Lion rework is in progress. More details at the Six Invitational!
GLAZ We want to bring Glaz back to the original intention of being able to hold an angle or corridor and lock it down without becoming a very strong entry fragger.
BLITZ We recognize that Blitz is one of the more frustrating Operators to play against. Increasing the amount of time required for him to aim down sights with his pistol is one of the ways we hope to alleviate this.
Additionally, we explored increasing the cooldown of his ability and tweaking how we detect flashes, but both of these changes will require extensive audio/code work, and are therefore on the backlog to look into for the future.