Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: May 2, 2023 @ 4:04pm

Hotfix 2 to Update# 23

-Bugfixes
+Base defense hints not showing unless player has optional context hints turned on
+Base defense objectives not spawning on some maps
+Jamming Field fix: More than one application of the status on enemies
+Parapsychosis fix: Can be used against Sentinels and Umbras

-Changes
+ if an Umbra spawns from a wild Arthron or Triton then it will be switched back to the Pandoran faction

Update: May 1, 2023 @ 3:18pm

Hotfix 1 to Update 23

-Bugfixes
+Parapsychosis affecting multiple enemies
+Umbra spawning every turn on base defense missions (sorry about that one ;))
[no, that’s not an evil laugh you are hearing in the distance]
+Canceling protect the cyclops mission not removing the mission, allowing to do it later
+Errors and issues with BetterEnemies integration because TFTV failed to detect that BE was also running

-Changes
+The HP bar of all wild faction characters is now colored magenta to easily identify them

Update: Apr 30, 2023 @ 4:48pm

Update #23

This week:

-First reports of bugs with base defense missions, and first fixes to them, as well as to infiltrator jamming field (which wasn’t working at all because something important was missing somewhere, oopsy).

-A major QOL upgrade - Mutoids will now proudly show their class. Next possible step: adding a pool of names for them. How do you feel about it? Would you rather they be named after ponies and unicorns of MLP (pros: large pool of badass names like Applejack or Cadance), or the Dragons from GoT HoD (pros: well, they are not entirely uncool, I suppose…)? Both? Neither? Come over to our Discord and make your opinion known!

-Changes to Scylla, ensuring that she will use cannons (if she has them) after attacking with spitter or sonic head.

And last but not least,

-BetterEnemies integration into TFTV. We have moved a lot of stuff from Dtony’s and Belial’s BetterEnemies straight into base TFTV, mainly some fixes to AI (Siren can now use acid torso, Tritons will more often prefer to shoot rather than spank, etc.), changes to human perception (human perception reduced to 30 from 35, and human headgear rebalanced around it) and reduction of WPs of Arthrons and Tritons. An option that increases difficulty by making Pandorans more dangerous is included in the config, as a single switch; in the future more granular selection of changes will be implemented. If you are already subscribed to BetterEnemies, none of these changes will take effect to avoid compatibility issues.

-Bugfixes
+If player doesn’t destroy Citadel, keeps facing same type of Scylla
+Enemy infiltrators not getting the new skills
+Umbra strat error in base defense
+Can’t exist deployment screen in base defense if mission started without any operatives
+Jamming field not working
+1000 mat reward from some ancient sites and double exotic materials from all of them (hmm, wonder why this one wasn’t reported until spotted by Etermes :) )

-Changes
+Mutoid icons and names now reflect chosen class
+Jamming field status (icon) will only appear on enemies that can be affected by it (those using direct fire weapons)
+Scylla will now prepare to use cannons after launching sonic or spit attack
+Range of sonic and spit attack reduced from 20 to 15
+Scylla spit attack damage slightly increased

-Other
+BetterEnemies integration

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

Update: Apr 26, 2023 @ 4:32am

Hotfix to Update #22/April 25 release

-Bugfixes
+Base defense timer reappearing on loading game
+Terraformers Syn alliance mission not featuring a proper gang
+Release version number/date not updated on github release

-Further implementation
+Infestation mission to recover base

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

Update: Apr 25, 2023 @ 2:25am

Update #22

Hopefully the wait for this release will have been worth it, because it's BIG. In addition to the usual bugfixes (some of them Vanilla), we have the BetterClasses long awaited Infiltrator class rework, and the new Base Defense mission and Geoscape mechanics.

Please be aware that as the first testers of this content you will likely encounter bugs and balance issues. Your bug reports and feedback are very, very important. In addition, please note that the Base Defense content is not yet 100% finished: major things pending completion are rework of the infestation mission (which is now available to recover a base lost to the act) and adjusting the base defense mission and Geoscape mechanics to attacks from factions.

In other news, I have created a Buy Me a Coffee page, so that you can buy me coffee if you feel like it :) https://www.buymeacoffee.com/voland

-Bugfixes
+Myrmidons not fleeing the battlefield after torso disabled (Vanilla bug)
+Missions can be done more than once if using more than one aircraft (Vanilla bug)
+Firequenchers error message spam
+Error on completing some missions, preventing obtaining resource rewards.
+VO effects persisting across different games
+Impossible Weapons adjustments not applying correctly if loading a tactical save
+Mutoids triggering Project Osiris
+Penalties from diplomacy missions not applying if loading Autosave
+Incorrect Vampiric damage shown in UI for Mutoids/Mutated operatives

-Changes
+New portraits for Alistair, Olena and Helena (still using our friend Abbinco's portraits as a base, now with more AI magic)

-Other
+A lot of corrections to text (big shoutout to Louis for editing!). Full stops are now mandatory. Everywhere. Always.

-New features
+Completely reworked Base defense, on Geoscape and on tactical. Big thanks to Dimitar "Codemite" Evtimov from Snapshot Games for all the help, especially re uncovering the mysteries of objective tile placement on the map!

-Better Classes

There is so much stuff that I'm just posting what Madskunky has given me :):

These should be the changes from the last package, but maybe not complete or even some of them were already in the last version, not sure:

- Ignore Pain: Removed "mind control immunity"

- Synedrion Faction Perks: Replaced lvl2 Skill (Pain Chameleon) with OW Focus

- Phoenix Point Faction Perks: Replaced lvl 2 Skill (OW Focus) with the new Skill "Die Hard": When you take lethal damage there is 50% to survive with 1HP and have all negative effects cleared and broken limbs restored. Can only trigger once per combat.

- Advanced Laser Weapons: Changed Synedrion requirement from "Laser Weapons Research" to "Multi-sensor Threat detection Research",
Reverted New Jericho requirement to "Technician Research" instead of "Advanced Technician Weapons Research"

- Advanced Melee Weapon: New requirements are Advanced Melee Weapons (DoA) and Advanced Paralysing Weapons (Syn)

- Advanced Acid Technology: Requires Heavy Cannon Deployment (PX) research in addition to Acid Weapons Technology (DoA)

- Armor Break change: Grants 15 Shred to the next direct-fire or melee attack. The shred damage is additive, but is split between pellets. WP 2 -> 3

- Infiltrator Skills rework:
Lvl. 5: Neural Feedback - Passive - Gain 2 AP the first time you daze an enemy during the turn
Lvl. 6: Jamming Field - Passive - Enemies within 10 tiles have 50% fumble chance with firearms
Lvl. 6 Vanish moved to Class perk 1 (lvl. 3 on the 3rd row)
Lvl. 7: Parasychosis - 1AP/6WP - Target human-sized enemy within 12 tiles becomes Wild

Other:
- Jet Jump is now limited to one use per turn
- Jetpack Control range increased to 14, limited to one use per turn
- Rocket Leap WP cost increased to 3 from 2, limited to 2 uses per turn

Update: Mar 25, 2023 @ 3:44pm

Update #21

Biggest changes this week are to Bionics! We have received a lot of feedback about how Bionics are too expensive to maintain, unless you spend a turn before ending the mission restoring all your augmented soldiers with Aspida/Technician. No more! See “Changes” for more details.

And an oft requested feature: armor pieces can be now found in crates, in havens and in scavenging missions.

You might also notice that we have added TFTV specific tips to loading screens and a couple of new screens too.

Finally, there are some new tooltips with useful info in the Geoscape UI when you hover over the icons of the factions.

-Bugfixes
+Project Osiris not picking the best candidate
+Etermes difficulty too easy
+Can’t repair damaged bionics in Augmentations screen (Vanilla bug)
+Lay waste giving error messages on Behemoth map

-Changes
+Bionics only have to be repaired if disabled during battle, repair cost reduced by 50% and disabled bionic restored in combat using Technician/Aspida requires repairing after battle
+Armor pieces can now be found in crates
+Added a clue to what Etermes config option does

-Further implementation
+Started adding new loading tips and screens
+Added tooltips for factions on Geoscape UI

Update: Mar 19, 2023 @ 1:13am

Update #20

The first thing you will notice when you load/start a game is that there is a fancy new agenda tracker with colors and all, and ETA for your aircraft, and if you click on things it will take you to where you have to go in the UI. This is taken directly from Mad’s Assorted Adjustments Mod (https://github.com/Mad-Mods-Phoenix-Point/AssortedAdjustments/tree/main/Source/AssortedAdjustments) with only the barest of changes to the code to adapt it to TFTV.

But that’s not all! If you check the Mod config options you will notice some new settings related to difficulty. We put some training wheels on Rookie, and you can also take them to any other difficulty level. These “easy” settings make the game, really, really, really easy (I hope). If you want to play the regular Rookie, there is an option to override the default settings.

There is also an I AM ETERMES setting, which I dare, I f#$%&@|g dare- I mean, encourage, encourage you to turn on if you are Etermes, and only if you are Etermes, or think that everything on Legend is just way too easy.

Finally, we have also changed how Scyllas spawn, so that now you are guaranteed to get different Scyllas. Note that the Scylla that spawns at the Citadel is chosen at random between 2 choices depending on the number of Scyllas that have already spawned. So for first Scylla you can get Scylla type #1 or #2, for second Scylla type #3 or #4, etc. To make encountering them more exciting, Scyllas no longer appear in the intel report.

-Bugfixes
+Error with Fire Quencher
+Haven population not decreasing after acquiring recruit (Vanilla bug)
+Scyther requiring Protean Mutane research
+Weaponless Aspida in Infested haven
+Missing info on augmentations hint

-Changes
+Reduced cost of recruits on Rookie and Veteran
+From now on, different types of Scylla will spawn each time, until the game runs out of available types and then a variant of the 3 more advanced Scylla will always spawn. They will also not appear in intel reports anymore.
+Can now recruit from unfriendly havens, as long as rep with haven leader>-50, but at higher price

-Further implementation
+Added a few more names to Anu enemies list
+Improved agenda tracker UI from Mad's Assorted Adjustments (all hail great Mad)

-New feature: Special difficulty levels!

Update: Mar 10, 2023 @ 7:29am

Update #19

This was going to be a minor update last week, but eventually it grew into a rather big update today. The main thing we were working on during this time was trying to improve the enemy AI a little by introducing some logic in the process of deciding which unit to move first (in Vanilla this is almost completely random). Please let us know how it goes!

In the next update we will be focusing on making the game easier on Rookie, as we are clearly not where we want to be on that front yet.

And as always, we are continuing with bug fixing, minor changes and polishing.

-Bugfixes
+Cyclops can be built without completing Protean Mutane research
+Mutated heads giving extra Max Delirium
+Civilians in Haven Defenders hostile VO remaining hostile
+VO increasing research not working without reloading game and saying incorrectly double Phoenix research when research is increased by 50%
+Unable to build ancient weapons if campaign started before LOTA rework

-Changes
+Improvements to AI turn order (e.g. characters that can cast frenzy and have nearby unfrenzied friendlies will move first)
+Abbadons will appear spooner (after 4th Roaming)
+Descriptions for mutations/bionics
+Advanced Acid Tech now also requires Hel Cannon (PX) research
+Advanced Laser Tech (Destiny) now requires Advanced Technician Weapons (NJ) and Multi-Threat Detection Sensor research (SYN)
+Advanced Melee Weapons (PX) tech now requires Advanced Melee Weapons (AN) and Advanced Paralyzing Weapons (SYN)
+A nice little surprise for all the pyromaniacs out there (for difficulty levels above Rookie)
+Hawk Sniper Rifle research now requires Myrmidon autopsy, which also gives some resources. Fireworm research instead gives 150 food in addition to 150 mats.
+Myrmidon Egg research gives 400 food

-Further implementation
+Started adding TFTV lore to Phoenixpedia

Update: Feb 24, 2023 @ 3:54pm

Update #18

This week is all about bugfixing and polishing. We also continue to look for feedback on LOTA Rework, Ancients, Impossible Weapons, etc.

-Bugfixes
+Max Delirium always at ⅓ of Willpower or lower
+Error on spawning Revenant infiltrator
+Wrong accuracy value for Revenant sniper
+Too much Vampire damage with Reaper
+Project Glory not becoming available without doing Rise By Sin
+Haven Defenders VO sometimes resulting in losing mission when should be won
+Rare bug where a second revenant spawns mid-battle
+Project Osiris picking wrong candidate
+Revenant not spawning into the highest tier Pandoran that it can
+Capturing Revenant resets timer before next Revenant appearance

-Changes
+Civilians in Hostile Defenders VO missions are no longer hostile to the player and may be taken control of (but then may be attacked by -crazy- defenders)
+No limit to Delirium VO can now only be rolled if max Delirium is not reached
+Ancients get WP from charging before checking whether they gain Max Power status

Update: Feb 17, 2023 @ 4:34am

Update #17

We are continuing with general polishing and overdue issues, such as lack of XP from missions for non-damage dealers.

We have also changed the portraits of our characters; to be clear, they were made by our friend Abbinco, all we did was adjust them to be more in style of Phoenix Point.

We are also continuing with further implementation of the LOTA rework, applying the hammer of nerf, but with a twist to the Impossible Weapons (former Ancient Weapons). If you like them like they are, thankyouverymuch, you can opt out in the mod's config.

-Bugfixes

+Inconsistencies/incorrect showing of Delirium when Character has abilities or equipment that increase or decrease WP
+Delirium value appearing with decimals
+Delirium sometimes exceeding maximum Delirium
+Missing Bionics 3 Research in some circumstances

-Changes

+All Impossible Weapons (aka Ancient Weapons) changed (=nerfed) and some of them now require additional Faction Research. If you don’t like this change, you can turn it off in the config (you will have to quit to desktop after that for it to take effect)
+Destroying the Behemoth now removes all the VO in play, clears Delirium from all PX operatives that don't have mutations and raises diplo rating among factions. However, it doesn't end Delirium and VO
+ODI events never end
+After all VOs have been played, they are recycled and can be rolled again
+Removed Blue Aurora VFX from Mind Immunity status
+New portraits for Alistair, Helena and Olena thanks to Belial’s and his dark compacts with entities that (will in short order) seek to enslave us and use us as their meat puppets.
+Priest and Technician should get more share of XP (now they actually get “Contribution Points” - which determine their share of XP - for using their skills; before they only got CP for receiving damage or damaging others and healing global HP)

-Further implementation

+Added a flavor event after destruction of Behemoth
+Added event to play last Helena cinematic