Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: Apr 27 @ 6:50am

Hotfix 2 for Patch 16

-Bugfixes
+Vehicle and Mutog take only 1 space Cheat Option not working.
+Not able to give 3 mutations with Full Augmentations Cheat Option enabled.
+Easy Flyers Cheat Option included advanced Charun loadouts.
+Incorrect warning in deployment screen when using Multiple Vehicles allowed Cheat Option.
+Missing RU localization keys.
+Harder Diplomacy description stating can be changed for a game in progress (it can’t).
+Errors in deployment screen on re-attempting Base Defense and Behemoth missions.
+Error when a Haven spawns a Vehicle as a recruit.

-Changes
+Since the Vanilla game only has Simplified Chinese localization, the Traditional Chinese Localization has do be downloaded separately from our Discord in #useful-links

Update: Apr 26 @ 7:18am

Hotfix 1 for Patch 16

-Bugfixes
+Unlimited deployment even with corresponding cheat options turned off.
+Missing selected vs total deployment text in deployment screen.

Update: Apr 26 @ 3:15am

Patch 16

Dear cult members and acolytes, accursed fiends and Blessed Piscean Overlords hiding among us.

Because today is the anniversary of the TFTV 1.0 release we wanted to give you something special. Actually, two things.

First, today's release includes a series of options that we have called "Cheat Options" (yes, we are appealing to your Pride and Self-esteem), so you can do a bunch of unholy things we don't want you to do but which some of you want to do anyway. Specifically, these are:

- Max 3 augmentations
- Can augment Mercenaries
- Unlimited deployment
- Vehicles and Mutogs take only 1 space
- Can carry multiple vehicles on an aircraft
- Characters drop all equipment and inventory on death.
- Delirium capped at 4 (so fully rested operatives never experience WP loss from it).
- Easy air combat (Pandoran flyers don't evolve, will always use the starting loadouts)
- Behemoth will submerge and disappear right after appearing.

You can turn any of them on in TFTV Mod Settings in the title menu, or at the start of a new game. All of them should work with games already in progress. But you definitely shouldn't use them, because, remember: they are called Cheat Options, and you possess Pride and Self-esteem.

The second thing is that we want you to know that we have plans, and plans within plans. And yet smaller plans within those, and then bigger plans within the smaller plans (because it's madness!, etc.)

For a few months now we have been working on a significant overhaul of some aspects of the Geoscape, and in the coming weeks we will be starting an open beta test.

We are not prepared to give more details yet, as things might change before we commence the open beta. However, in high level terms, this overhaul intends to conclude the journey of bringing Phoenix Point to the place it was meant to be (as we see it), and serve as a starting point for the next trip.

In other words, things are grotesquely mutating, as usual.

Happy anniversary and thank you for all your support and feedback!!


-Bugfixes
+Camera rotation and options UI partially obscured for clicking in base defense missions with containment facility present.
+Mutoid daze immunity not working (will work for Mutoids that acquire the skill from now on) (Vanilla).
+Killer Instinct allowing infinite free AP use of Mind Crush.
+In ancient missions wrong line of sight indicator in target list.
+Cyclops and hoplites gaining WP from killing enemies.
+Recruits joining from Haven defenses not spawning with correct Faction names.
+Music volume changing from 0 to something else after playing Ancient maps.
+AI being able to target not located and not revealed enemies with abilities like Stomp.
+Harmless error message in Final Mission, related to inability to spawn a certain reinforcement.
+Fully repaired Vehicle Bay displaying repair cost from a facility from another base.
+Science of Madness not spawning an infested haven.
+Acidworm with no description and higher food/mutagen value in containment, instead of regular Acidworm.

-Changes
+Mercenaries get special names.
+Disabled saving in Tutorial combat missions, as exiting and then loading those saves causes irresolvable issues with Mod config.
+Custom portraits switched off by default, as we have managed to improve the renders. If you want to use custom portraits you can do so in TFTV Mod Settings in the title screen, or in the New Game star screen.

-New features
+Traditional Chinese localization by KamiKT!
+New “cheat options” you can switch on any time in TFTV Mod Settings in the title screen, or in the New Game screen.

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: Mar 28 @ 10:02am

Patch 15

-Bugfixes
+In final Pure mission, leader’s name not Subject 24.
+In final Pure mission, leader’s torso bled when disabled.
+Subject 24 appearing in events when already dead.
+Guided by Whispers triggering when Subject 24 dead.
+Enemy spiderbots not exploding.
+In Story Mode, Defend Cyclops mission without hoplites.
+Armadillo Flamethrower sound going in a loop (Vanilla) (replaced with Dante flamethrower sfx, which sometimes might be a bit too quiet).
+Loading a save resulting in Armadillo gaining additional copies of Armadillo flamethrower.
+Ending mission with Armadillo resulting in additional copies of Armadillo flamethrower and (broken) ammo for it.
+Wrong description for Medbay (was showing 4 HP healed per hour, instead of 16).
+Broken New Game screen on Ultrawide resolutions.
+Scarab Taurus gun shock damage not increased.
+Scylla with heavy legs and spawner abdomen stepping on its own facehuggers (and causing camera issues).

-Changes
+Camera chasing shooter instead of staying on target, when target attacked through context menu.

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: Feb 16 @ 4:25pm

Hotfix 2 for Patch 14

-Bugfixes
+FAST animation setting the same speed as STANDARD.
+MC upkeep only costs 2WP regardless of enemy type.
+Ambush tactic giving error and not implementing.
+Occasional error message on Geoscape when a haven spawns a new recruit.

Update: Feb 14 @ 12:29pm

Hotfix 1 for Patch 14

-Bugfixes
+Random errors introduced by the last release.
+Softlock and missing death animations when playing at Standard speed.
+Psychic Scream in rescue VIP missions makes them panic and run away from the objective tile.

Update: Feb 14 @ 5:42am

-Bugfixes
+Acheron mid torso preferred target in OW and RF (Vanilla) (big thanks to Codemite for figuring out what was wrong and providing a solution!)
+XP given to actors other than PX operatives (Vanilla).
+Short info panel showing rounded up perception values, while info panel showing rounded down perception values (now will show rounded down perception values in both).
+Harmless error messages on restarting missions.
+Occasional harmless error message on implementing Umbra strat in base defense.
+Missing new item marker (exclamation sign) when new weapons become available for manufacture.
+New item marker not being removed from the Manufacturing tab due to new ammo.
+WP appearing as decimals, and sometimes WP abilities not activating even when the character seemingly has just enough WP (Vanilla).
+Mind Control failing at activation when current WP of controller actor is lower than upkeep cost of the target (Vanilla).
+Fully paralyzed characters (but just so) performing zero cost AP actions (such as worms exploding).
+Internal variables getting cleared (=things going very wrong) if clicking on Restart mission but then not confirming it.
+Horrible noise when casting frenzy (Vanilla) (many thanks to Mokushi for pointing in the right direction!).
+Music too loud in Ancient maps (Vanilla).
+Ground vehicles as recruits in havens appearing with Delirium (Vanilla).
+Ground vehicle that somehow got Delirium causing harmless error in edit soldiers screen.
+Resurrected units dropping items even with No Drops From Reinforcements turned on.
+Captured Pandorans with abilities needed for research sometimes not fulfilling research requirements (Vanilla).
+A new game with a set start location, exit to menu and switch to random start, will always choose the last start as the "random" base.
+Some missing RU localizations.

-Changes
+To ensure that AI targets Acheron’s husks, the armor of that bodypart has been reduced to 0 but its HP increased.
+When Mind Control terminates due to insufficient WP at turn start, no WPs will be subtracted for upkeep from controlling character (so same same effect as if releasing from MC before turn end).
+New UI for missions vs Ancients after player researches Ancient Automata.
+Ancient Automata charging now shown using rank triangles/yellow for when fully charged.
+Many more names for human enemies, also used for haven recruits. Different naming styles depending on faction.
+Many new names for gangs/squads, also different for each faction.
+New, alternative way of getting Experimental Delirium Treatment (appears when an operative has 5 or more Delirium and if the Player hasn't unlocked treatment yet).
+Higher quality rendered portraits (need to switch custom portraits off in Mod settings to see them).

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: Jan 19 @ 11:48am

Hotfix 2 for Patch 13

-Bugfixes
+Error message on trying to show ODI tooltip when VO affecting tactical on a mission without Pandorans.
+ODI tooltip not disappearing (second attempt at fixing issue).
+Enemies with paralysis (even nearly full) keeping their full APs.
+Starting aircraft named Manticore 2

Update: Jan 17 @ 10:08am

Hotfix 1 for Patch 13

-Bugfixes
+Inconsistent reduction of AP through paralysis damage (Vanilla).
+Wrong information in small info tab re movement with paralysis damage applied.
+Error message when drag and dropping aircraft if fewer than 4 aircraft.
+Unable to cancel items in queue in Manufacturing screen after drag and dropping some item.
+Can use log events to chase yet unrevealed havens.
+Ancient Automata gaining multiple powered up buffs if the player overindulged in save scumming (revenge!)
+Civilians appearing with red icons when Haven Defenders hostile VO in effect.
+Softlock on completing capture objective if playing with Limited Capture off.
+Couldn’t manufacture ammo in equipment by drag and dropping it to the manufacturing area.

-Changes
+Added a button to manufacture ammo for weapons in the manufacturing screen.
+Increased shock damage to stomper legs (+20) and takedown (+50) to keep in line with increases to shock damage to weapons.

Update: Jan 15 @ 4:56am

- Previous release was showing Patch 11 instead of Patch 13