Build order · Phases 00–07
Not played, not closed.
Eight phases, one at a time and in order. A phase closes only when someone has played it in the game and it still worked after a save and a reload. Compiling does not count, and that rule is why so few are closed.
Phase 00
Closed
Research and groundwork
Check every game engine API against the real script dump before writing a single line of gameplay code.
Phase 01
Closed
Duty mode
Go on duty, switch off the wanted level, turn the NCPD friendly, and survive a save and reload.
Phase 02
Closed
First dispatch, end to end
One complete call: radio, map marker, a spawned suspect, an outcome and the cleanup afterwards.
Phase 03
In progress — current phase
Interactions
Scan him, order a surrender, cuff him, search him, then arrest, fine or release.
Phase 04
Queued
Real dispatch
A scheduler with cooldowns and per-district odds, feeding five distinct kinds of call.
Phase 05
Queued
Pursuits and backup
Call in NCPD backup, MaxTac when the wanted level runs high, Trauma Team for the wounded.
Phase 06
Queued
MDT and progression
A terminal in the cruiser, plus rank, XP, shifts and pay.
Phase 07
Queued
Polish and release
Radio audio, a settings panel, a compatibility matrix and packaging.
Known limitations
What is broken, and what cannot be fixed at all
A player would run into all of these within the first hour, so they are listed here instead of left to be found. The ones tagged as engine limits are not going to move.
- By design
Duty mode switches on once per session and deliberately does not persist. The only way back off duty is to restart the game.
- Engine limit
A unit you call sometimes arrives without textures, or seems to drop in from above, and then settles. Mostly the Thorton Merrimac and the Militech Hellhound, now and then the others. It is closed as a limit of the game: the mod does not place these cars, it asks for them through the game's own vehicle call.
- Open
The Brennan Apollo's siren lights up but makes no sound.
- Engine limit
Siren brightness and radius cannot be changed. There is no setter for either anywhere in the game's scripts, so this is not a matter of finding the time to fix it.
- Open
The route line to the map pin does not show up until you open the map.
- Engine limit
A call can land inside a building. The game's navmesh is its map of walkable ground, and the only question it lets you ask is whether a pedestrian could stand somewhere. Pedestrian navmesh takes in lobbies, corridors, stairwells and walkways. Nothing anywhere returns a point on a street, so this can be narrowed down but not ruled out.
- Open
Empty police and Militech cars build up over a shift. The obvious explanation — the game's own prevention units, left behind and never collected — was counted in the log and ruled out: the live count read 2, 2, 2, 0, 0. Where they come from is still open.
- Open
Cancel a call in its first second and an empty wanted-star frame stays on the HUD. The entry animation leaves behind a queued instruction (a callback) that shows the bar again without rereading the wanted level, and nothing cancels it — not even the game itself.
- Open
Inside the precinct you cannot call a patrol unit at all. You have to step outside first.
- Environment
Phantom Liberty is not installed on the development machine, so all Dogtown content stays behind a check.