Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
Viser 71-80 af 140 forekomster
< 1 ... 6  7  8  9  10 ... 14 >
Opdatering: 23. okt. 2023 kl. 10:14

Update #38

As you know we have started on a closed beta to test the vehicles rework. As part of that, we have done some things to the Marketplace and to the Kaos guns. These changes are in the present update, so that we can get more feedback. How do you find the change to the Kaos Guns (them now requiring ammunition that can only be bought in the Marketplace and not having a malfunction mechanic)? What do use them for now? or you don't? Let us know!

-Bugfixes
+Error message on starting the Hatching.
+Softlock on Exalted using Lay Waste.
+Die Hard not dealing correctly with certain DoT.
+Error messages on NJ ending.
+Softlocks on the last mission on Veteran and lower.
+Softlock on attempting base defense mission when attacked base is Tutorial Phoenix Point.
+Revenant resistances on last mission (was not intended).
+Tip about Assault’s using Dash from Vanilla.
+Loading a loadout would not reload ammo for the equipped weapons.

-Changes
+Losing a Haven defense will auto resolve the battle.
+Acid disables bionics/electronics only the turn on which some acid is present on the body part and it doesn’t have any armor (effects that give temporary armor, like Electric Reinforcement, don’t count).
+New UI for Marketplace.
+Can only acquire vehicle modules for Armadillo/Aspida once factions have researched corresponding vehicle.
+Can only scavenge Armadillo/Aspida once factions have researched them.
+Kaos Guns now have ammo that can only be bought in the marketplace or found in crates.
+Kaos Guns malfunction mechanic is removed.
+Kaos Guns now have scrap value.
+Increased enemy reinforcements on lower difficulties in the final mission.
+Need to pop more eyes to disrupt you-know-who.
+Reduce damage to facilities from base getting infested.
+On Etermes, only first enemy reinforcement during the turn will get full AP.
+Lairs and Citadels will have less crates every time the mission is attempted.
+New pics for loading screens.

Opdatering: 10. okt. 2023 kl. 6:54

Update #37

We started the Open Beta a year ago, and now it is slowly coming to an end. Within days we will be starting a closed beta incorporating the vehicles rework and optimizing for the release (that is, removing crutches that have ensured savegame compatibility throughout the open beta, but cause bugs and issues of their own).

This is quite a hefty patch, but most of the work for this release takes up just one line in the changelog: final missions rework…

We had invaluable help from Codemite from SG to make this happen (the non-Eucledian Eldritch devices wouldn't bulge without all manners of dark arts and sacrifices), and Louis has taken on the storytelling burden for this one.

Please bear in mind that this is the first iteration of these missions; expect bugs and lack of polish. And, of course, we look forward to any and all feedback; as you know from base defense rework, it can take a while to get a new mission to where we want it to be.

Anniversary stuff:

Many thanks for your continuous support and being such a great community! You are what motivates us to do what we do :)


-Bugfixes
+Error on trying to start a new game right after enabling the mod.
+VO reducing Marketplace prices not reducing Marketplace prices.
+Derealization giving panic immunity.
+Could reactivate the Cyclops and trigger the mission infinitely.
+Error and softlock when Behemoth stomp affects D-Coy.
+Effects from Delirium perks reapplied on loading tactical save.
+Void Omens not getting removed on defeating Behemoth (getting error message instead).
+Vests not wearable on independent heavy armor.
+Chirons with agile legs not resistant to the type of damage of their worms.
+Wrong research benefits text for Synedrion Adv Nanotech research.
+Anu diplomacy tooltip displaying wrong text when Allied.
+Duplicate bases in list after clearing an infested base.
+Chances of food poisoning carrying over when loading a savegame.
+TFTV UI Edit Screen buttons not visible when opening the edit screen from an Aircraft.
+In customization screen helmet switching off by itself when changing options.
+New game screen not fully visible on certain resolutions.
+Mexico Phoenix Base was described as being in Central America in the new game screen.
+Restricted Bionics not rewarding with ability to build bionics lab (Vanilla bug).
+On a certain base layout, base defense missions auto fail.
+Hoplites suddenly losing body parts.
+Error and softlock on Cyclops trying to shoot beam (4th try to fix this bug).
+Healing grenade when thrown by infiltrator dazing friendlies (Vanilla bug).
+Odd behavior when going to the new game screen after loading a game and exiting to the main menu.
+On loading a tactical save straight from the main menu, Impossible Weapons had Vanilla stats.
+Slow status incorrectly stated that speed was reduced by 50% (in reality, it’s multiplied by 0.25, so reduced to 25%) (Vanilla bug).
+Harvesting Pandorans for food was possible without having the Food Harvesting Technology (which just wasted good meat).

-Changes
+Spider drones, worms, mind controlled aliens can no longer be used to take control of civilians, haven defenders, vehicles.
+On ETERMES difficulty enemy reinforcements will spawn with full AP.
+On ETERMES difficulty rewards from infested havens reduced to 25%, ‘cause Etermes complained :)
+New Goo mechanics: characters without goo immunity hit by goo or that start their turn in goo receive the Slowed status (reducing their speed to 25%). It's the same status as what Acheron/Mutoid does, just a different delivery system. In addition, moving through goo without goo immunity has 2x movement cost.
+Food production facility can now be built on game start, and Fungus research increases output by 50%.
+Fire nade fire damage reduced to 30, cost reduced to 5t 20m (from 10t 26m).
+Vita nade cost reduced to 6t 28m (from 12t 56m).
+Added a hint for the first time a D-Coy is discovered early.
+On base defense, unless playing on ETERMES, enemies spawning as part of Triton infiltration or Secondary Force Strike will have less than enough AP to attack on the same turn.
+Vidar GL, changed to match Odin grenade damage, magazine increased to 3, cost set at 4t 34m.

-Further implementation
+Final mission rework!

Opdatering: 26. aug. 2023 kl. 8:19

Hotfix 1 for Update #36

-Bugfixes
+Story Mode aids (Pandorans have less armor, PX operatives have special protection, enemies special vulnerability) applying to Rookie difficulty.
+Error message and no pic when facing Forsaken squads.
+Error message on clearing Pandoran colony if no Void Omens are in play.
+Missing Honduras starting base option in the new game screen (my apologies to all Hondurians).
+On starting a new game repeatedly picking different bases, getting a different starting base from the chosen one.

-Changes
+Defend the Cyclops mission will launch automatically when the timer expires.

Opdatering: 25. aug. 2023 kl. 4:58

Update #36

There I was, doing my things, messing with new backgrounds for ODI events, when suddenly it was brought to my attention that games started on Etermes difficulty would turn to Story Mode in tactical, and then softlock on mission end. So this is could have been a Hotfix 2 for Update #35, but turned into Update #36.

-Bugfixes
+Games on the new difficulties (Story Mode and Etermes) bugging the hell out.
+Game switching to Story Mode from Rookie.
+Too many loggers sometimes causing lag
+Error message on Secondary Strike Force in Base Defense.

-Changes
+Acheron Autopsy now appears on the objectives list as critical research.
+Favor for a friend now requires building a Containment Facility and completing Acheron autopsy.

-Further implementation
+New backgrounds for ODI events. Admittedly not great, so if you want to contribute something, please do on our Discord!

Opdatering: 21. aug. 2023 kl. 2:15

Hotfix1 for update #35

-Bugfixes
+Showing daytime indicator for missions after 21.00 (actually, that’s when night starts… makes more sense than 10pm).
+Chosen game options on game start not being registered.
+Error message on new game screen after choosing Synedrion start.
+Softlock Cyclops attempt to shoot (hopefully fixed, but please report if you get an error message during enemy Ancients turn and then the turn doesn’t end).

Opdatering: 19. aug. 2023 kl. 2:58

Update #35

Quite a few bugfixes, some of them for stuff that has been around for a long, long time.

However, the main changes concern the new game screen and config. The general approach is that, if you want to, you can easily customize your game from the starting screen, or you can just select the difficulty for Geoscape (and if you want to, a different one for Tactical) and just run with it, without even looking at all the other options.

As always, looking forward to your feedback!

-Bugfixes
+Error on deployment screen when attempting to show if mission at day/night.
+Some facilities not coming automatically back online after successful base defense.
+Human enemy leader with Terrifying Aura subtracting WP even when dead.
+Incorrect day/night icon shown on mission deployment screen (in PP sun rises at 6am and sets at 10pm. Everywhere. Always).
+Can buy more than one copy of each Kaos Weapon by storing them in vehicles.
+Project Osiris attempting to do stuff with Mutoids when it shouldn’t.
+Food income displayed incorrectly, this time not showing consumption from soldiers.
+Creating Mutoids angered West, who confused them with Mutants (totally different things!).
+Error on loading a loadout when missing some item that goes in one of the ready slots.
+Reduced perception VO not appearing as a reminder on Tactical.
+On loading autosave, captured Pandorans lost.
+Advanced Nanotech research showing wrong Benefits text.
+Infinite vehicle inventory remained available under certain conditions.

-Changes
+Vehicles can't pick items from the ground by themselves. Because they have no arms.
+Etermes difficulty no longer carries extra Diplo and Research penalties.
+For games starting after this Update, Synedrion crossbow will have 5 ammo and the poison one 4.
+Raised cost of higher level recruits in havens on Hero, Legend and Etermes.
+On Etermes Pandorans can build up to 4 colonies of each type and they build them 25% faster.
+On Etermes, enemies have 25% more starting and max deployment points, and they increase 25% faster.

-Further implementation
+New game and config.
New option: disable tactical saves (on by default, can be turned off on new game start or in Mod config, will display warning)
New option: separate difficulty setting for Tactical (can be changed on new game start or in Mod config, will affect ALL games).
A lot of options now scale with difficulty and can only be chosen on new game start.
Easy Geoscape and I AM ETERMES are now proper difficulty levels chosen at new game start.

Some measures have been taken to ensure compatibility with current playthroughs, and fingers crossed everything will be ok.

You can buy me coffee if you feel like it :) https://www.buymeacoffee.com/voland

Opdatering: 9. aug. 2023 kl. 10:16

Hotfix 1 for Update #34

-Bugfixes
+Mutagen income not displayed properly.

Opdatering: 9. aug. 2023 kl. 5:33

Update #34

Quick update to fix a bunch of bugs with the new capture mechanics, as well as to simplify obtaining mutagens, by folding Mutagen Harvesting Tech into Mutation Tech, and making the latter available after researching Mutoids, and modifying autopsy rewards to give mutagens.

While in the mood to simplify things, also removed Fire Resistance Tech and folded it into Incendiary Tech, so that obtaining that blast & fire res vest is now a bit easier.

Plus a long asked for QoL: you can now see whether a mission will take place at day or at night when deploying. Please report if you run into a case where a mission announced as taking place during the day, happens at night, and vice versa!


-Bugfixes
+Guided by Whispers snitching to NJ without playing mission option not working properly.
+Extra Pandronas captured when using skyhook priority.
+Pandorans not getting captured on story missions.
+Unable to capture Pandorans on Base Defense missions.
+Exotic materials being harvested on loading autosave after winning an ancient site mission.
+Unable to deploy on an infestation mission, under certain circumstances.

-Changes
+Fearsome now removes 2WP instead of 1WP.
+Mutagen harvesting research removed (functionality now unlocked with Mutation Technology, and Mutation Technology is also given after researching Mutoids).
+Resource rewards for autopsies now always give some Mutagens.
+NJ Fire Resistance Tech removed; fire and blast vest now unlocked with Incendiary Technology.

-QoL
+Mission light conditions shown on deployment (Sun means daytime, Moon means nighttime; hover over the icon to see local time) (icons taken from the most awesome https://game-icons.net/).
+Mutagen tooltip now shows where the income is coming from.

You can buy me coffee if you feel like it 🙂 https://www.buymeacoffee.com/voland

Opdatering: 6. aug. 2023 kl. 7:45

Hotfix 2 for Update #33

-Bugfixes
+Softlock in tactical when deploying from a vehicle with no passenger module.
+Containment capacity for the facility still showing as 50 (should be 25).
+Error messages on adjusting Config.
+Mutagen income per hour not displaying correctly.

-Changes
+Items no longer auto-recovered in GTA mission.
+Items no longer auto-recovered in Steal Aircraft missions.

Opdatering: 4. aug. 2023 kl. 5:35

Hotfix 1 for Update #33

-Bugfixes
+Changes to Pandoran capture not activating.
+Odd error messages related to Passenger Modules.
+Error message on enemy reinforcements.