Phantom Doctrine

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NMKopfkino

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NMKopfkino

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About this mod

This mod adjusts many gameplay aspects of the game, making it more interesting and dynamic.
It eliminates the ridiculously long wait times and animations.
It's optimized for Hard Difficulty, without becoming an exercise in frustration.

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Changelogs
Phantom Doctrine is an underrated game, which could have been awesome if the developers had invested in it. Just by browsing the modding files, it's plain to see there was a lot of cut content, such and guarding jobs, vendor-supplemented income, etc. Nonetheless, since I enjoy the game, I'll be sharing my own mod.

This mod adjusts many gameplay aspects of the game, making it more interesting and dynamic.
  • It eliminates the ridiculously long wait times and animations.
  • It's optimized for Hard Difficulty, without becoming an exercise in frustration. -- Initially, it should feel challenging, and if you're ambushed, be smart, plan, move, and run for your life. By the end of the game your most used agents will reach max level and be almost unstoppable. If you play on Easy or Medium, the game might feel too easy, too soon, but it's up to you!
  • Warning: It's recommended to start a New Game when adding, changing or updating mods. Many changes will work, some won't be updated/used/loaded during a ongoing game, and a few may have weird consequences, although it's usually fine. I'll do by best to advise on each update.

Note: Phantom Doctrine's settings already include several QoL options you should enable, otherwise you'll be playing a long walking simulator. Additionally, if you access the "GameOptions.ini", I suggest finding and setting these QoL values:

[PD.Dev]
DisableDeployAnim=True
EnableShadowPlayHighlights=False
DisableTargetPreview=True

[PD.Gameplay]
ActionCamera=False
FastMoveAnim=True
InstantWorldmap=True
Gameplay_SkipBodyDisposalAnimation=True
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HOW TO INSTALL:

  • Find your game's installation directory.
  • Open "IWTB" folder.
  • Inside "IWTB" folder, if there isn't a folder called "Mods", create it.
  • Open "Mods" folder, so it ends up looking something like this ""... PhantomDoctrine\IWTB\Mods\"
  • All your mods go here now. It should end up looking something like "... PhantomDoctrine\IWTB\Mods\GameplayREVision".
  • Now, if you open this mod's folder "GameplayREVision", and you see several *.csv files inside it, it's correctly installed.
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OTHER MODS I RECOMMEND:

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MOD HIGHLIGHTS (by file):

ACTION EFFECTS
- Explosions, Gas, Smoke & Grenades have slightly larger AoE.
- Enemy Air Support has larger AoE, depending on type.
- Friendly Sniper Support does a bit more damage, in line with Agents' Sniper Weapons.
- Any Support Action that comes from outside of the map, can't be dodged.
- Spotters have bigger AoE.
- Enemy Air Support damage significantly increased. -- Did you really expect your lvl 1 agent to survive when getting hit by a laser-guided missile? Well, not anymore! 

AGENT BACKGROUNDS
- Abilities, Reactive Abilities and Weapons changed and reordered.

AGENT INFO
- Story Agents who had the Body Engineer Talent, had it replaced with another, more useful one, in line with their abilities. -- Body Engineer Talent is to be considered deprecated and forgotten. With this mod, Body Engineering is an instant action, making this talent useless.

AGENT TALENTS
- Appropriate talents for World-Map and Safehouse jobs reduces duration by 25% and multiply XP gain by x5.
- Agents with the Investigation Talent reduce the time necessary to connect each clue by 75%.
- Agents with Training Talents train 25% faster and at 50% the cost.
- Body Engineer Talent is to be considered deprecated and forgotten. -- With this mod, Body Engineering is an instant action, making this talent useless. Story Agents who had this talent hard-coded, had it replaced with another, more useful one, in line with their abilities.

AGENT TRAINING -- Notes: There are 16 Training Regimens available, which grant abilities and weapons training. A max lvl agent can be trained on 8.
- Abilities, Reactive Abilities and Weapons have been added, removed and reordered. -- Training Regimens make sense now. No longer will you train your ninja hand to hand skills, while only learning how to use a Sniper.
- As your agents lvl up, they will be able to have better training, which gives them better weapons and more powerful skills.
- Training duration has been reduced to 24h. -- Agents with Training Talents train 25% faster and at 50% the cost.
- Training costs increase in relation to its quality and lvl requirement. Price Min/Max is $500 - $1250.

AIR SUPPORT -- Enemy Support
- Air Support attacks 1 Turn after showing up. -- No more chilling and waiting around for 2 turns or more.
- Arrival and Firing Cutscenes disabled. -- Less cutscenes, more playin'.

ARMORS
- Armor Damage Threshold (DT) increased. -- Armors are actually useful and protective now. This mean that enemies who use Juggernaut Armor are hard to kill, and using Armor Piercing Bullets/Ammo as a Weapon Mod makes a difference. This Ammo has been adjusted to compensate for the fact that armors are more protective.

BASIC CHARACTER INFO
- Story Enemy Agents have been logically strengthened and given better equipment.
- Some common enemies have better equipment, weapons and may wear some armor.
- Main Agent/Character base stats increased to 70 -- Making him/her the best agent, by a small margin.
- Enemies no longer use weaker weapons.
- Most enemy soldiers and agents have (and will use) medkits and/or painkillers, besides their normal equipment. -- Cops don't have medkits, only soldiers.
- All enemies have, at least, a minimum of 50 maximum awareness -- which means even a lowly cop may try to use a pistol headshot on you now, which was impossible before.
- Enemy awareness regen minimum increased to 20.
- Enemy Juggernauts forbidden to do things which the armor shouldn't allow them to do.
- Enemy reinforcements' stats will increase up to +15 as the campaign progresses.
- Enemy reinforcements' movement range may increase up to +1 as the campaign progresses -- Action points remain the same.
- Enemy reinforcements' max awareness will increase up to +10 as the campaign progresses.
- From the 2nd half of the campaign, enemies will have +5 HP and -5 Dodge Cost.

BUFFS
- Self Movement Buff duration and cost doubled. -- Cooldown is 4 turns and costs 50 awareness. This is also a QoL improvement to avoid the same clicks every 2 turns.

CAMPAIGN PARAMETERS
- Starting Cash reduced to $5000 on Hard. -- It remains $15000 on Easy and $10000 on Medium.
- Only 2 random starting agents on Hard. -- You always start with 3 default agents + the random ones.
- Slightly changed other parameters, so difficulties aren't illogically different.
- When raided on Hard, a max of 6 Agents' Identities will be compromised, and a max of 4 Agents will be MIA.
- On Hard, the AI will be able to use all enemies on the map to attack you, instead of just having them "wait" around. On easy and medium, it'll be able to use a few more than before. -- This makes combat much harder, but more rewarding. Originally, stealth was unnecessary because you could easily steamroll everything after a while. Now it's smart to remove some enemies silently. Also, you need to plan more, or you might truly be overrun.

CAMPAIGN STAGES
- All Chemical Compounds can be discovered from the start, except the last and strongest one, which can be found mid-late game. -- You'll still have to find and discover each one as before.
- Max Available-For-Hire Agents increased from 5 to 20. -- Never understood why there were only 5 when sometimes you discover 10 new ones per game day. Just another pointless bottleneck.
- Enemy Count Capacity increased. -- It starts at 8 enemies, increases per Campaign Stage, ending at 30. This doesn't increase the number of Agents on the World Map.
- Hiring Costs fluctuate less, min/max slightly lowered when starting out, but slightly increased as the Campaign progresses.
- Max Enemy Agents per Cell increased to 4.
- Min/Max number of Enemy Agents available on the World Map increased, as the campaign progresses.
- In late game, enemies will be able to do +1 more Concurrent Jobs on the World Map.
- Being ambushed is now a Russian Roulette. There are rare items to find and lots of XP, but can you survive, or is it better to run?
- Mission Type XP adapted logically to each mission, being mostly increased in comparison to the base game.

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CHEMICAL COMPOUNDS -- WARNING: Significant Overhaul.
Note: The game has 25 Compounds, 7 of which are pre-applied to friendly and enemy agents as the game progresses. I haven't modified these one's stat values, so as not to unbalance the game.

- Chemical Compounds no longer block nor require any other compounds. -- You're free to apply them anytime, in any order. No more need for guides, only cold hard cash!
- Compounds no longer have negative values. It'll never reduce your agent's stats. -- If you apply it, the stats go up, simple! Don't forget Compounds are added to your Agent's Base/Default Stats.
- Compounds stat values have been simplified. -- Only the 7 previously mentioned are unchanged.
- Compounds Application Time is now 0. -- Applying compounds has always been an annoying chore, and you still hard to wait around. Now, if you have the cash, you can do it instantly. Please note that the game doesn't allow an actual "instantly". It takes zero hours, meaning once you press apply, you have to go to the World Map and unfreeze time, and it'll instantly pause and notify you it's done.
- Application Costs have been somewhat increased, in relation to how much it the stats improve.
- Applying 24 (of the 25) compounds, adds +139 points to each base stat, which is the same max on 1 stat, and little bit more on 3 stats, than you originally ever could.
- The last one, the 25th Compound, is the ultimate investment. It's extremely expensive and has been designed to turn your agents into something of a super soldier, without breaking the game. -- See the table at the end for exact values.
- The Resetting Compound's Application Time is also 0, and costs $1. -- It isn't really necessary anymore, because there are no restrictions, but it's still available.

Table of Prices and Stats (it's all visible in-game anyway):

Compound 01 -- Cost $440 -- Added Stat Values "14","7","15","8"        (unchanged stat values because AI uses them)
Compound 02 -- Cost $500 -- Added Stat Values "9","15","10","16"      (unchanged ...)
Compound 03 -- Cost $370 -- Added Stat Values "8","7","11","11"        (unchanged ...)
Compound 04 -- Cost $440 -- Added Stat Values "7","13","15","9"        (unchanged ...)
Compound 05 -- Cost $530 -- Added Stat Values "13","12","9","19"      (unchanged ...)
Compound 06 -- Cost $560 -- Added Stat Values "17","17","14","8"      (unchanged ...)
Compound 07 -- Cost $560 -- Added Stat Values "17","14","11","14"    (unchanged ...)

Compound 08 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 09 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 10 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 11 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 12 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 13 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 14 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 15 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 16 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 17 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 18 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 19 -- Cost $80 --  Added Stat Values "2","2","2","2"
Compound 20 -- Cost $80 --  Added Stat Values "2","2","2","2"

Compound 21 -- Cost $160 --  Added Stat Values "4","4","4","4"
Compound 22 -- Cost $240 -- Added Stat Values "6","6","6","6"
Compound 23 -- Cost $320 -- Added Stat Values "8","8","8","8"
Compound 24 -- Cost $400 -- Added Stat Values "10","10","10","10"
Compound 25 -- Cost $30000 -- Added Stat Values "61","61","61","61"

Added Totals, for reference:
Compounds 01-07 -- Cost $3400 -- Added Stat Values "85","85","85","85"
Compounds 08-20 -- Cost $1040 -- Added Stat Values "26","26","26","26"
Compounds 21-24 -- Cost $1120 -- Added Stat Values "28","28","28","28"

Compounds 01-24 -- Cost $5560 -- Added Stat Values "139","139","139","139"
Compounds 01-25 -- Cost $35560 -- Added Stat Values "200","200","200","200"
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CRAFTING ITEMS
- Crafting time halved. -- Your agents have better stuff to do than spending 2 weeks crafting silencers and stuff.

ENEMY GROUPS
- More and faster enemy reinforcements:
Campaign 1st Stage: 6 enemies per wave, each 2-4 turns.
Campaign 2nd Stage: 8 enemies per wave, each 2-3 turns. 
Campaign 3rd Stage: 8 enemies per wave, each 1-3 turns.
Campaign 4th Stage and forward: 9 enemies per wave, each 1-2 turns.

Note: Unfortunately, the game itself regulates this feature. I've never been swarmed by enemies. Usually, it just throws a wave at you and uses Air Support until you've dealt with most of them.


ENEMY-WORLD MAP JOBS
- Enemies need 2 agents to ambush you.
- Enemies need 3 agents to create an Enemy Cell.
- Enemies need 4 agents to raid you.

EXPERIENCE LEVELS
- Whenever an agent lvls up, you can choose and add a perk. -- There are 25 Perks, but only 20 levels. Originally you could only add 12 perks. This is also meant to balance other changes which make the game harder, while making it more dynamic.

GADGETS
- Doubled the Deploy Range of Throwables, like grenades. -- Agents can now throw logical distances, instead of having performance anxiety. This also applies to enemies. Don't forget that throwables have a slightly larger AoE on this mod, so tactical spacing is more important.

GAS DEFINITIONS
- Gases and Smoke have slighter bigger AoE.
- Disabled Gas and Smoke "PlayHit" animations, to decrease the amount of time affected agents spend on coughing animations in-between actions. -- It would take 5 seconds just to start moving sometimes.

HIDEOUT CANDIDATES
- Change Hideout prices and Initial Danger balanced slightly down, so you don't have to hoard a lot of money just in case danger spikes.

HIDEOUT PARAMETERS
- Slight logical changes to keep the difficulty levels balanced, while reflecting a common world. -- Most base high-costs and values were kept the same, so the game is challenging when starting out, but once you start using Tech Upgrades, these will be brought down to better and more logical values.
- Agent Flight/Travel Speed just slightly reduced to better reflect the real word, without breaking the game's logic.
- Compromised identity will slow down travel and jobs a little more.
- When enemies capture and interrogate one of you agents, this will increase Danger a little bit more.

INTUITION PERKS
- Faster Hospital Recover Perk speed increased from 2x to 5x. -- Useless perk, less useless now.
- Revenant Perk Critical Timer increased, giving you +5 turns to apply First Aid to your agent, instead of just 1 more. -- Useless perk, less useless now.

INVENTORY ITEMS
- Throwable Decoys can be used 2 times, instead of 1. -- Makes stealth more viable.
- Lockpicks can be used 9 times. -- Makes stealth more viable. Why were you only able to use a lockpick once? No more discardable lockpicks! Together we'll save the environment!

LOOT PER MISSION TYPE
- A bit more loot found during missions, especially common items.

PLAYER-WORLD MAP JOBS
- Jobs give a bit more XP and some Cash, based on how long they take and how many agents are needed.
- Most jobs take a little less time. -- That doesn't mean you don't need to spread out your agents.

SECRETS BALANCE
- Slightly more documents found when assaulting places, especially common documents.

SUPPORT POWERS
- Friendly & Enemy Support Powers Post Action Delays disabled. -- Waiting 4 seconds AFTER each animation is done is almost worse than playing a walking simulator.
- Spotters' cooldown increased to 2 -- No more mark spamming. Bigger AoE though.

TACTICAL ABILITIES
- Although XP per action values are DEPRECATED, they have been changed and increased.
- Self Movement Buff lasts and costs double. Movement Range Bonus reduced from 2 to 1 -- This is also a QoL improvement to avoid the same clicks every 2 turns. Bonus range reduced since you can now have many more perks.
- Forced Action Cameras disabled.
- Forcing and Waiting for Camera Focusing on Player erased for most mindless actions. -- The game doesn't really obey this most times.
- Post Action Delays disabled. -- Having to wait extra 2-4 seconds AFTER all animations, why DEVS...?
- Unlocked Agent Switching for most actions. -- Now you can tell your agents to do stuff, switch, and you do other stuff, while they do their stuff. I believe the default Keybinding is [TAB], but it's configurable normally in the game's normal settings.
- Optimized Volatile Actions & Blocking -- Now, only "attack" actions are considered volatile and block each other, to avoid bugs such are being able to attack almost at the same time an enemy who was about to die anyway. Nonetheless, the game itself doesn't allow some actions at the same time, even if disabled here. E.g.: According to this file, you should be able to have 2 agents applying medkits at the same time, but the game doesn't allow it.
- You can do more actions while carrying someone, such as reloading weapons, boost yourself or deploy items. -- The game might still not let you do it because it overrights the mod most times.
- Reloading weapons will now sound the alarm if you're seen doing it. -- For some reason the game didn't consider reloading weapons in front of civilians suspicious at all.
- Pick Up/Drop Body now cost 0 AP/FP, but will sound the the alarm if you're seen doing it.
- Distract costs 25 Awareness, but has no cooldown.
- Breach now costs 1 AP, 1 FP and 10 Awareness.
- Control Phrase costs 1 AP and 1 FP, has 0 cooldown, but ends your turn.
- Release costs 1 AP and 1 FP.
- Dispose Body costs 1 AP, 1 FP, 5 Awareness and sounds the alarm if you're seen doing it. -- Which doesn't really matter because you can't use this on Hard Difficulty.
- Lockpick costs 5 Awareness.
- The Ability do Disable Enemy Overwatch w/ a laser will now sound the alarm if you're seen doing it.

TECHS/UPGRADES
- Passive Income slightly increased, via upgrades. -- You might actually be able to afford anything else besides other upgrades.
- Hideout Max Danger and Danger Threshold slightly increased, via upgrades.
- New identities slightly cheaper, via upgrades.
- Agent Flight/Travel Speed reduced to better reflect the real word, without breaking the game's logic, via upgrades.
- MK Ultra Treatments duration reduced, via upgrades. -- 24h to install a locator implant no more!
- MK Ultra Execution cost reduced, via upgrades. -- It's a bullet, not a high-tech space laser.
- More Starting Command points, via upgrades.
- Investigation Jobs slightly faster, via upgrades.
- Forging Money produces slightly more, via upgrades. -- "¿Plata, o Plomo?"
- Max number of Agents you can have/own increased to a final max of 50, via upgrades.
- Maximum available disguises increased to a total of 6, via upgrades. -- You'll be able to disguise your whole assault team!
- Slightly less heat after combat, via upgrades.
- Brainwashing becomes a safe procedure, via upgrades.
- Max number of Vendors slightly increased, via upgrades.

Note: Although there's a mod on Nexus to unlock all techs since the beginning (they still need to be researched), and I could replicate it if I wanted to, I didn't do that. First, it makes the game lack progression and too easy, giving you little reason to do the main story until you're overpowered. Second, I used that mod in the past, and some techs would disappear if you researched a higher lvl tech, before the lower lvl one. The game wasn't made for that, and it created a few bugs.


WEAPON MODS
- When using Sniper Stun Ammo, your shot is silent and you can move after shooting. -- Useless ammo, maybe less useless now.
- When using Subsonic Ammo, your shots are silent, you can move after shooting, but it has -10 armor penetration. -- This ammo was so useless I had to give it a gimmick. You can now call it "guerrilla ammo". Since most enemies have armor now, -10 armor penetration is practically worse than the worst silencer (which gives you -6 damage), but since you can move after shooting, it gives you tactical options, guerrilla-style.
- Armor Piercing Ammo has more Armor Penetration. -- It compensates armors being more protective now.
- Expanding Ammo +20 Damage, -20 Armor Penetration, and adds bleed effect. -- Think Hollow Point ammo.
- The ammo that increases damage (can't remember in-game name), will give you +5 Damage and +1 Effective Range -- Since it's a "higher quality" bullet.
- Shotgun Stun Ammo will now actually stun your target, at the cost of -70 Damage, and you can more after shooting -- Instead of slowing the target. Trades damage for tactical options.
- Barrels also increase Effective and Max Range. -- With great power, comes... the bullet goes farther.
Hex 1:      --
Hex 2:      --
Oct 1:       +1 Effective Range
Oct 2:       +1 Effective Range
Gain 1:     +1 Effective Range & Max Range
Gain 2:     +1 Effective Range & Max Range
- Charging Handle and Rapid Release Receiver give +1 Overwatch and Breach
- Ejector Receiver gives +2 Overwatch and +1 Breach
- Firing Pin Receiver gives +2 Damage and +1 Overwatch.
- Magazine Holster's ammo amount slightly increased from 10 to 12. -- It's a low amount for a rifle, but too much for some pistols, so it's something of a middle ground.
- Silencers give +1 to Max Range

WEAPONS
- Max Ammo adjusted to realistic amounts. -- It has mostly increased, while maintaining the game's logic and weapon quality progression.
- 3 Mod Slots on all weapons. -- Originally, weapons only had 1-3 depending on its type. Customize away!
- Enemy weapons are now equal to yours. -- Originally, all enemy weapons had less range, and maybe other stuff I can't remember. Now they have the same values.
- Number of Overwatch attacks per turn increased. Pistol & SMG shoot 5 times, the other weapons 3.
- Sniper Overwatch damage now comes from SnapShot, instead of Headshot. -- You can shoot 3 times, instead of 1.
- Number of Breach attacks increased using the same logic as Overwatch.
- Weapon Damage adjusted logically between them.
- Shotguns are much stronger, but have a short range.
- Effective and Max Range adjusted for most weapons, as such:
Shotguns:      5 - 8
Pistols:           9 - 13
Revolvers:     10 - 14
SMGs:           12 - 17
Rifles:            17 - 27
LMGs:           22 - 35
Snipers:        35 - 50
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For KNOWN ISSUES/BUGS, see Posts and Bugs tabs.