Thanks for the mod! Any chance could I get some guidance on how to reduce the mass on blade weapons? I find they just seem to really under deliver after I've updated my game (haven't played since 1.0). Would love to make a ninja type mech that can actually be fast and do decent damage. I'm looking to at least halve the mass on the large heat blade in particular.
EDIT: Nvm, I figured it out. Didn't realize all the appropriate files could just be edited from the Config folder in the game's root directory.
Can you please tell me exactly what actions need to be taken for this? Your latest update does not work for me - new guns are not found on enemies. If anything, I apologize for my bad English.
Phantom brigade 1.2 is slightly different in terms of code compared to 1.1 so the old files of this mod are not compatible anymore. If you have used this mod before 1.1 you need to install the latest version and use it as a standalone mod while disabling the old one.
After you have downloaded the latest version follow this
• Step 1 -- Load the game for the first time if you have never played, then exit. • Step 2 -- Locate the PhantomBrigade folder in C: /AppData/Local (it's not the steam one, try to search for "%appdata%" if you have windows) • Step 3 -- Unpack the file into that directory or if you want you can unpack somewhere else and tranfert the files. • Step 3.1 -- If you've never used mod you can find in the settings folder a file mods.yaml, this allow you to enable the mod. drop the folder in /AppData/Local/PhantomBrigade. • Step 4 -- Open the game and go in the Mods Option in the Main Menu. • Step 5 -- Find the Mod and Add it to your Config (Add only the most recent version, and any other mods you want to use but no older version of mine). • Step 6 -- Select Save Config and Restart your game.
I have found a most frustrating bug and I am unsure if it is caused by this mod or not, but I figured might as well mention it.
During combat, when a missile type weapon is used, all animations bug out and break. mechs no longer move, weapons no longer fire and everything is stuck until the turn ends and the mechs pop in at their target movement point.
The only way I was able to actually damage a mech was by moving my own into the enemy and try to occupy the same space as them.
Edit; forgot to mention that I did update to the newest version of the mod by copying over the old files.
the newest version should have fix it. but you need to have it as a completly new mod not overwriting old files. let me know if it works for your machine
The Mod now should be stable but if you encounter any problems during simulation or gameplay please let me know here or on the official Discord Server of BYG where you can find the page of my mod.
One question, so far i found your new weapons probably on 80% of the enemy mech i encounter, especially infinite missile launcher, was it RNG or are their chance to appear higher?
It's probably a misc of the two; the game choose what to deploy but also the HMLs are available to different enemy forces increasing their probability to appear
Finally got around to trying this one out. Can confirm that it partially conflicts with Mech Modules XXL.
If this mod is loaded after MM XXL, it breaks some of the perks/slots that mod implements, so just put this on on top and that should solve that issue. I am nowhere near competent enough to properly integrate the two beyond that.
I have not been able to notice anything else of major note, as I do not know what other changes may be conflicting. I did find some of the new weapons implemented from this mod, so there is that.
I have run into a few here and there and even got a couple of BPs. it was the BM4 longsaria and HML1 Infinite. I also acquired the HML1 & 2 from enemy drops.
I can also confirm that the weapon module and perk slots are fully functional from modules XXL, as I have a blue HML1 with both slots fully customizable.
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now has steam workshop any plan on adding this mod to it?
EDIT: Nvm, I figured it out. Didn't realize all the appropriate files could just be edited from the Config folder in the game's root directory.
Edit: The new version is out.
If anything, I apologize for my bad English.
If you have used this mod before 1.1 you need to install the latest version and use it as a standalone mod while disabling the old one.
After you have downloaded the latest version follow this
• Step 1 -- Load the game for the first time if you have never played, then exit.
• Step 2 -- Locate the PhantomBrigade folder in C: /AppData/Local (it's not the steam one, try to search for "%appdata%" if you have windows)
• Step 3 -- Unpack the file into that directory or if you want you can unpack somewhere else and tranfert the files.
• Step 3.1 -- If you've never used mod you can find in the settings folder a file mods.yaml, this allow you to enable the mod. drop the folder in /AppData/Local/PhantomBrigade.
• Step 4 -- Open the game and go in the Mods Option in the Main Menu.
• Step 5 -- Find the Mod and Add it to your Config (Add only the most recent version, and any other mods you want to use but no older version of mine).
• Step 6 -- Select Save Config and Restart your game.
Let me know if all go smooth
During combat, when a missile type weapon is used, all animations bug out and break. mechs no longer move, weapons no longer fire and everything is stuck until the turn ends and the mechs pop in at their target movement point.
The only way I was able to actually damage a mech was by moving my own into the enemy and try to occupy the same space as them.
Edit; forgot to mention that I did update to the newest version of the mod by copying over the old files.
One question, so far i found your new weapons probably on 80% of the enemy mech i encounter, especially infinite missile launcher, was it RNG or are their chance to appear higher?
If this mod is loaded after MM XXL, it breaks some of the perks/slots that mod implements, so just put this on on top and that should solve that issue. I am nowhere near competent enough to properly integrate the two beyond that.
I have not been able to notice anything else of major note, as I do not know what other changes may be conflicting. I did find some of the new weapons implemented from this mod, so there is that.
I can also confirm that the weapon module and perk slots are fully functional from modules XXL, as I have a blue HML1 with both slots fully customizable.