Phantom Doctrine
0 of 0

File information

Last updated

Original upload

Created by

Dolokhov

Uploaded by

SecretFile3

Virus scan

Safe to use

Tags for this mod

About this mod

This mod creates a new higher difficulty for Phantom Doctrine, intended as a new challenge for experienced players who have already completed a hard campaign. There are tactical changes and increased strategic costs.

Permissions and credits
v1.0 Changelist 
Note that the changes apply to hard difficulty level with actor perk
reduced, if you aren't playing hard difficulty you won't want them.


Strategic costs increased.
Starting and forger funds nerfed.  Weapon sell prices also heavily nerfed to choke player income and impact repeated loot raids.  More danger for combat.  Cleaner cost was vastly increased and moved to a later campaign stage. Drill, Mason Gambit and Saboteur costs and times vastly increased.  The original Hideout costs were maintained, as otherwise there was too much impact on the early game.
An enemy cell possibility added to campaign 1 to impact player stalling, all enemy cells steal cash and their danger increased.  Conspiracy plots made more significant.  The number of Beholder agents increased at every campaign stage. Interrupt requires 4 agents not 2.  Another false signal added. 
Trainings and backgrounds were rebalanced, with training times increased.  Low Profile, Revenant and Scar Tissue boosted slightly.  Drugs costs and times increased. 

Tactical changes.
Enemy Agents might begin to destroy information after a single kill- this includes their own agents dying.  Infiltration perception ranges somewhat increased. Reveal Characters radius 3, and costs an AP.  AI overwatch 25% not 50%.  Enemy groups enlarged and reinforcement delays decreased. 
'Artemis Sentries' act like the Duty Officer, their enhanced senses might spot disguise at long range, though unlike agents they won't react to undisguised agents outside prohibited areas. 
Support CP nerfed to base 3 and intervals increased. Van compromise now 1 turn.  Air Support boosted because they used to hit areas as
small as grenades, while grenades themselves nerfed as being too effective.  AP costs added. Use takes an AP- this means that if you want to open and shut a door with a 2AP character you must be next to it.
The blinding laser costs AP and FP and ends turn.  Headshot takes an AP.  Lockpick has an AP and FP cost.  Silencers removed from revolvers.  LMGs can only use the hi-tech silencers.  Buckshot range reduced to 4.  Weapon ranges slightly altered, and the AI no longer disadvantaged.  Breach costs both AP and only SMGs and bullpups get a second shot.  Reload costs an FP, an agent might need proficiency to reload a weapon.

Medkits restore far more limited health.

Lastly, there is a revised training tree which moves more powerful skills to later in the game.