Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Opdatering: 17. mar. 2024 kl. 10:10

Update #55

-Bugfixes
+Geo Events killing soldiers by reducing their health to 0 (Vanilla).
+For researches requiring capturing Pandorans with some specific feature (e.g. viral attack), not deeming requirement fulfilled if an actor with the same feature wasn’t killed first (Vanilla).
+Sentinel + eggs occasionally spawning on Player’s side in base defense.
+In base defense, when the mission happens between 12 and 13 hours left, appearing as phase I (easy), but deploying as phase II (destroy Sentinel).
+In base defense, if deploying at entrance with 6 soldiers, only 5 deploying.
+In base defense, if deploying at entrance with 9 soldiers, some of them deploying inside rock.
+Human Enemies tactics requiring a living leader still working after the leader evaced.
+Disabling Spike Shooter arm (Venom Torso) disallowing use of all other equipment (Vanilla).
+On new game start tooltip incorrectly stating that No Second Chances is on by default on Legend.


-Changes
+Reduced speed of human enemies.
+Removed handguns from templates with Forsaken Berserkers with Venom Torso.
+Added option (available on game start or in Mod settings) to make Ambushes easier by revealing exfiltration location after first turn.
+Added option to play with Etermes special vulnerability (your operatives suffer 25% more damage)/resistance (enemies suffer 25% less damage) on any difficulty.
+Clarified Osiris options.
+Special revenant resistance (to first shot/hit during the turn) reduced to 50% from 75%.

Opdatering: 5. mar. 2024 kl. 14:37

Update #54

-Bugfixes

+Base facilities appearing powered but actually not working (since last update).
+Capture Acheron objective not giving any XP (Vanilla).
+Scylla Capture research module available for research with Limited Capture turned off.
+Project Osiris bad key when missing some of both Mutation and Bionics Research.
+Venom Torso spike usable when arm disabled (Vanilla).
+AI using AoE attacks knowing the location of all enemies (Vanilla).
+Evaced enemies revealing location of player units (Vanilla).
+Multiple hints of Revenant Resistances if loading Geoscape save and starting the same tactical mission several times.

-Base defense bugfixes:
+Spawnery and Sentinels spawning on Player’s team.
+Security Guards spawning incorrectly.
+Eggs spawning on Player’s team.
+Error on Triton Infiltration strat.
+Error if base defense containment has multiple copies of the same specimen.

-Changes
+Access Lift can’t be demolished again (sorry for the back and forth on this, didn’t realize how important Access Lifts are now for base defense).
+Base defense hints now tell until when reinforcements will be appearing.

Opdatering: 25. feb. 2024 kl. 6:43

Update #53

This ended up a huge update, the main highlight of which is the new-new base defense, hopefully addressing some of the complaints we were seeing. Now, given the scope of the changes we expect that you will encounter bugs and issues. So please report those in bug-reporting and let us know how you feel about the new missions in feedback.

-Bugfixes
+Error message when facing human enemies with the tactic Starting Volley.
+Missing Triangulation event from Olena (re Pure).
+In the Hatching, starting story panels appear in the wrong order.
+Missing first time Revenant sighted hint.
+If in the mission deployment screen the first or only character is a vehicle, mission time not showing.
+Some wrong/incomplete descriptions re Mutations.
+Evolution speed too high on Etermes.
+Typo “Heaven” instead of Haven (Vanilla).
+Armadillo's default speed was 24 (should be 22).
+Armadillo Obliterator secondary attack not removed when weapon destroyed.

-Changes
+Terror Sentinels removed from Citadel.
+Access Lifts now (again) demolishable.
+No Second Chances now only on by default on Etermes, and altered functionality to be “cleaner”; you will now get the fail event, just won’t be able to attempt the mission again.
+New background pics for Alistair/Helena/Olena.
+Promo Golden Heavy should be able to use jetpack jump again (actually, since last update, but forgot to add it to the changelog).
+Added tutorial panels when Marketplace is first discovered (need to have Context Hints turned on in Options→Gameplay)
+Resources and items obtained in Ambushes now appear in the debriefing screen.
+Adjusted Error Message to direct players to our Discord #bug-reporting channel.
+Can now adjust how the team will split on the Behemoth mission; assign each of your operatives to team A or Team B in the deploy screen.
+Phoenix Point: Gold Shift expansion pack! You can now build Security Station facilities, each of which adds 3 security guards during attacks on the Phoenix Base (and which do not count towards deployment limit)
+Can’t deploy a squad to the Behemoth while it is submerged.
+Added tutorial panel when Masked Manticore is first manufactured to show where the deploy to Behemoth button is.
+Phoenix bases can now come with security stations (or occasionally with Food Production facilities if playing with Limited Capture on).
+Gunner’s cockpit should now appear before Spiked Armor in the Marketplace.
+Vivisection requires keeping Pandoran alive during the research; if you kill the captive, the research will be canceled.
+Deployment cost of ax wielding Scavengers increased (now same as assaults).
+New base layouts (Hangar placed away from the Entrance); requires starting a new game to get them.

Changes to vehicles:
+Removes -4 speed penalty from Deathproof and reduces KNR distance from 14 to 12
+Increases ammo for Screamer and Goo cannon from 6 to 8
+Adjusts pricing for Slaughterhouse and Gunner Cockpit
+Removes Armour Penalty from Lightweight Alloy
+Adjusts Mephistopheles and Obliterator balance. Adds explosive effects to Obl.
+Increases Armadillo passenger capacity from 3->4
+Reworks Scarab weapons; they all fire 2x burst by default with adjusted payloads
+Reworks Stability Stance to only provide +1 to burst count rather than x2 projectiles
+Increases NJ Flamethrower cone radius from 1.5 to 2.5

Changes to base defense:
+New containment breach mechanics; if the base has containment facilities and you have captive Pandorans, you can choose to purge Containment when the attack starts (killing the Pandorans, or rendering them for food if you have the tech). If you don't purge, every hour that passes during the attack there is an increased chance that they will break containment.
+You can now choose where to deploy each operative/unit during base defense (entrance, hangar, or access lift).
+Triton infiltration, Umbra and Secondary Strike Force reinforcements have been adjusted;
Tritons will always spawn at the access lift
Umbra can only spawn in or very near existing Mist tiles
You will be warned where the secondary strike force will strike in advance
+In later defense missions (timer at 12 hours or less) Pandorans will not receive additional regular reinforcements.

Opdatering: 28. jan. 2024 kl. 3:57

Update #52

Onwards with bugfixes, including a very curious one where disabling/unsubbing TFTV after starting a campaign on Legend or Etermes lead to inability to start a Vanilla campaign unless you removed the Options.jopt file in the savegames directory, which saved a reference to the last difficulty used by the player, which of course doesn’t exist in Vanilla. Thankfully Madskunky came up with a brilliant solution for that one so now you no longer have to worry about it, and can go back and forth between Vanilla and TFTV at your leisure.

In other news, for the past week I have been playing TFTV with reshade (reshade.me) and I have been very impressed with the results. Check it out and share on our Discord what pleasing settings you have come up with!

-Bugfixes
+Annoying (but harmless) error message in tactical (some remained after the hotfix).
+Excessive thinking time for Berserkers, particularly spike shooters (they still take a little more time to make up their minds, but much less than before).
+Error on completing mission vs the Pure.
+New attempt to fix the pink portraits, this time with help from Codemite so it should actually work :)
+Scylla trying to shoot through impenetrable Citadel walls and otherwise disgracing itself in similar shenanigans.
+Incorrect tooltips in the Junker.
+Vehicles activating stomp ability of friendlies/removing mindfraggers by touching them, and doing too much damage to scenery when moving.
+Vehicle weapons appeared in crates.
+Vehicles receiving damage when vehicle weapon damaged (Vanilla).
+Close quarters not working correctly on Agile Mutogs legs.
+Incorrect tooltip Smasher Tail.
+Uninstalling the mod after starting a campaign in TFTV on Legend or higher, not deleting Options.jopt and trying to start a new game on Vanilla bugging the new game screen out.

-Changes
+Replaced a certain method that used trig for calculations with one that doesn’t (so just a little less time that AI has to “think”; a little less than half a second per decision when considering shooting).
+Junker Deathproof KNR icon replaced with Assault's equivalent.

Opdatering: 24. jan. 2024 kl. 7:09

Hotfix 1 for Update 51

-Bugfixes
+Annoying (but harmless) error message in tactical.
+Ammo disappearing when using the side button to replenish ammo in a gun for which the character class is not proficient when filter ALL is not switched on. (Vanilla)

-Changes
+New background pic for Olena

Opdatering: 23. jan. 2024 kl. 15:53

Update #51

This update mainly continues the efforts to address progression issues with humanoid enemies. The biggest change affects the Pure, who will now appear much later and use Exo and Jugg series in their templates from the start. Similarly, the Forsaken (still appearing mid January) will have access to other (less armored mutations) from the beginning. The Scavenger snipers will also appear later (except in the missions where they are hardcoded, including the Synedrion intro mission on Legend).

Finally, some human tactics have been adjusted; some to be a little less powerful (self-repair), some to be a little more useful (Active Camo, Retribution) and some to actually work (Starting Volley).

-Bugfixes
+Raiders trying to jetpack and auto-fumbling.
+Raiders dropping Sectarian armor.
+Base defense with Walls of Jericho starting at midnight advancing immediately to infestation.
+Big and medium monsters showing Caterpillar tracks ability.
+Scylla with disabled head not using cannons.
+Another attempt at fixing pink portraits.
+Willpower gained from removable armors counted towards Delirium.
+AI Berserkers not using dash correctly.
+Siren Armis appearing too soon and Crystal Mortar Chiron not appearing.


-Changes
+New Icons for Raider gear.
+New Alistair, Olena and Helena pics.
+Changes to stats of Humanoid enemies: 1) bonus and malus from armor applied, 2) different stats depending on class, 3) stats should be lower at the start of the game and increase as the game progresses.
+Active Camo Tactic changed to Allies within 16 tiles invisible; effect disappears immediately on leader's death.
+Self-Repair Tactic now applies only to Metalhearts.
+Retribution Tactic now applies also when damaging lieutenants.
+Starting Volley now gives a free shot (and actually works).
+Pure start ambushes/attacks on havens later (after January 20), Guided by Whispers triggering later, Bionics3 research becoming available later, and Bionic Fortress now discovered after facing the Pure in a number of missions.
+Scavenger snipers appear later.
+Enemies should switch to best weapon after each action if they have Return Fire/Extreme Focus.

Opdatering: 14. jan. 2024 kl. 5:12

Hotfix 1 for Update #50

-Bugfixes
+Unable to load missions with Scavengers.
+Wrong texts describing raider armors.
+Another attempt at fixing pink backgrounds on premium devices.

Opdatering: 14. jan. 2024 kl. 2:41

Update #50

Let's start with important news: Etermes has beaten ETERMES! It was a challenging and a buggy ride, but the man has done it!

Now, to other things:

The big addition in this update are the new Scavengers. This is still a WIP: there are missing icons for the new raider armor pieces and we will be adjusting the templates based on your feedback.

Regarding releasing 1.0, we are still doing bug fixing and polishing, and we won't be releasing 1.0 until the mod is in the right state. It doesn't mean we will not keep working on it afterwards.

-Bugfixes
+Softlock on loading missions with Acid worm Chirons.
+Vehicles getting Badly Injured description in mission report.
+Base defense with Walls of Jericho errors.
+New try to remove pink portrait backgrounds on Macs (did I already mention how magnificent these devices are?).
+Could take control of turrets in A Favor for a Friend with a drone/mind controlled unit.
+Error in Palace Mission on unapplying Mark of the Void.

-Changes
+Type of base defense mission now determined by time remaining rather than progress ratio; at 12 hours or more remaining, easiest defense, at less than 12 but more than 6, medium difficulty defense, and at least than 6, hardest.
+Adjustments to how Pandorans are counted for purposes of containment breach.
+Subject24 now has a leather jacket.
+Reduce the effect of Mist on perception by half.
+New bandit templates.

Opdatering: 7. jan. 2024 kl. 1:14

Hotfix 1 for Update #49

-Bugfixes
+Error message in Manufacturing screen vehicle tab.

Opdatering: 6. jan. 2024 kl. 16:09

Update #49

-Bugfixes
+Error on hitting unequip all button if stores are full.
+Augmentations in Edit Personnel Screen adding to encumbrance (but not in tactical).
+Spymaster portrait missing armor.
+Pink portrait backgrounds on Macs (maybe fixed; can’t test it myself because I do not possess one of these marvelous devices) (Vanilla).
+Softlock if the player doesn’t attempt the Hatching and Behemoth spawns a little later than usual.
+Softlock after destroying Behemoth.
+Project Hecate incorrectly stating that penalty from Mist was reduced by 50% (Vanilla).

-Changes
+Increased cost of bionic lab, +25 Tech, to differentiate from Research Labs that provides the same amount of research but doesn’t allow augmenting.
+Title screen now changing to TFTV visuals when activating mod, without need to exit game first.
+Shows character as “badly injured” in mission debrief if they had a disabled limb.
+Shows buffs to Strength and to Willpower in armor tooltip.