Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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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

Update: Jan 15 @ 4:04am

1.1.2.0 Patch 13

-Bugfixes

+Error message on base defense if the timer runs out and no personnel at the base.
+Missing text key Project Osiris if only Mutation Lab and only basic Mutation Technology.
+Wrong level shown for deploying Osiris characters.
+Missing digits facility repair costs.
+RU localization corrections.
+Missing text Scylla Capture Module
+Tooltip unpowered facility remaining after generator repaired.
+After defeating Behemoth, convo with Alistair not working properly.
+Wrong description for Impossible Weapons (were still called “ancient”).
+Touched by the Void who are passed by the Void and don’t get status, remaining with purple cloud and TBTV marker.
+Security guards in base defense spawning inside other characters (now PX guards under player control will always spawn in security station: 3 when >=12 hours left, 1 if <12)
+Security guards in base defense appearing with red icons.
+Damaged security stations still spawning security guards.
+In base defense, first vent activation incorrectly warned of damage to Generators and fires and explosions (the first activation is “free”).
+UI disappearing on completing Objectives
+Wrong size/positioning of vehicles and Mutog models.
+Faction characters in final mission barking.
+Revenants in the final mission turning back after death.
+Wrong description for Project Domovoy benefits.
+Player and enemies unable to make melee attacks on structures.
+Missing text in battle report if more than 6 objectives in mission.
+No/less XP/SP points in missions with objective to rescue vehicle/soldiers if objective is last to evac (Vanilla).
+OW less effective on lower than superfast animation speed (Vanilla) (explanation: during OW the speed of the target is always reduced to 10%, but speed at which the actor shoots is set by the animation speed setting. So on higher setting you can get more shots before the target moves, which is especially noticeable with burst weapons and multiple OWs. The fix is reducing OW speed further the lower the chosen animation speed).

-Changes

+Revenants now have a golden icon instead of red.
+Virophage damage now ignores armor.
+Shock damage now always applies first, before the standard damage is applied. To compensate, shock damage of most weapons increased. The reason for this change is that before shock would apply last, except when the attack disabled a body part, leading to harder to predict outcomes.
+Sentinel surveillance ability radius now shown when pressing “v” as their detection circle, unless their detection radius is higher than their surveillance ability range..
+Can now use drag and drop in the Air Force tab to change the order of aircraft.
+Scrap aircraft button moved to Air Force tab.
+Can use 1-9 to select aircraft on Geoscape
+Can now use drag and drop to change order in manufacturing and research queues.
+Can click on events in Log to go to the aircraft/character/location mentioned in the event.
+Containment panel new UI showing info about the captured Pandorans.
+Idle animations always remain at standard speed, regardless of animation speed setting.

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

Update: Dec 19, 2024 @ 4:55pm

Hotfix 3 for Patch 12

-Bugfixes
+Softlock on mission start for users that changed default keyboard setup.
+ODI tooltip not disappearing.
+ODI tooltip badly positioned on higher resolutions.
+Error messages related to displaying secondary objectives.
+Error message in Base Defense on Triton infiltration team deployment.
+Error message on loading a tactical save in Tutorial.

-Changes
+New background for the Air Force tab.
+Mindfraggers in base defense spawning as part of Secondary Force should have less than 1 AP now.

Update: Dec 15, 2024 @ 2:57pm

Hotfix 2 for Patch 12

-Bugfixes
+Error message when moving or anything at all happening, if in the previous mission during the same mission an EVAC ALL button was created (the player was prompted to evac all but replied no).
+EVAC ALL not triggering when there are mind controlled enemies.
+Error message if using Mind Control or Parapsychosis on a human(oid) enemy leader.
+Clicking on name of revealed human(oid) enemy leader in the new widget not chasing the target.
+Single AP ranged weapons requiring more AP to use/having higher burst value after that type of weapon used by AI.
+Paralyzed targets for Secondary objectives sometimes registering incorrectly as failures.
+Possible to capture Revenant without any available containment space.
+Liberated troops in infested havens icons red instead of white.
+Mindcontrolling a secondary objective removes them from the secondary objectives list.
+Odd actor UI behavior after revealing a secondary objective target.
+RU localization corrections

-Changes
+Pressing “v” key now toggles visibility of all enemy perception circles (on by default for undetected infiltrators/scarabs with Lazarus module, off for everyone else).

Update: Dec 11, 2024 @ 12:03pm

Hotfix 1 for Patch 12

-Bugfixes
+Error message on going back to Geoscape after a mission.
+Error message on attempting/completing some missions (Behemoth, Ancients).
+Error messages on restarting mission with human(oid) opponents.
+Capturing Revenant not resulting in completing the objective (so no XP/SP reward).
+Some bad/missing RU localizations.
+Mutate/Augment button getting greyed out when tabbing from a Merc.

Update: Dec 10, 2024 @ 6:21am

1.1.1.6 Patch 12

This is a big one, people! We have been hard at work over the past couple of months improving the UI. It's been awesome to have d4reptile design all this stuff and we have more coming in future releases.

I did test this build myself, but it's very likely that some bugs and issues will have slipped past, especially for players with UW monitors or using more exotic resolutions than 19:10

-Bugfixes
+Umbra spawning when the host killed by fire (Vanilla) (from now on, as long as the host has the fire status, Umbra should not proc).
+Rare crash with weird air combat interception screen (Vanilla).
+Number of crates in Ambushes not increasing with More Ambushes VO when opponent not Pandorans.
+Messy UI if after opening Deployment screen for a Base Defense/Behemoth attack, closing it and opening Deployment screen for another mission.
+Various typos.
+Correction for RU localization from Arctur.
+Phoenix turrets on auto control shooting at fully paralyzed enemies.
+With barks turned off, Mutoids still barking.
+Error on base defense if player has containment facility at the base and more containment facilities elsewhere and very few aliens in containment.
+Timer on Geosite remaining after mission failed (with No Second Chances option turned on).
+Error message on Project Osiris with dual classed operatives.
+Slugs from Project Osiris resurrecting with lower STR if they used the Parasymbiotic Interface during the mission.
+Nasty error if using Equip All with insufficient storage to rotate equipment.
+Melee enemies unable to attack Scarab with the Lazarus module.
+Chirons using Stomp not taking into account damage to friendlies (Vanilla).
+Chirons using Stomp on units MCed by enemy (even when no other enemies are affected) (Vanilla)
+Helmet and loadout buttons appearing in Memorial and Recruit sections.
+Using Equip All button could reload Kaos guns or not researched weapons.
+Error Messages(s) and wrong description for Resistance when loading a tactical save with the Adaptive Resistance and reduced Bazaar prices VO.
+Postponing Anu Alliance mission after refusing Synod giving penalty as if accepting mission and preventing from triggering Alliance event again.

-Changes
+During base defense, all buildings except the scanner, security station and containment are now turned off once there are less than 12 hours to complete the attack.
+During base defense, using a console for the first time doesn’t damage the generators and doesn’t cause explosions.
+When a Pandoran gets the Touched by the Void Call Reinforcements effect, it is revealed to all.
+Enemies wielding 1AP weapons that can be shot more than once per turn, will shoot 2, 3 or 4 times at once at the same target, instead of making separate shots each time (if they have the AP).

-Changes to UI

Geoscape:
+Can no longer open the augment/mutate screen for Mercenaries.
+New UI to warn players when buildings are powered down.
+Warning when an enemy faction aircraft is on a PX base (so you have a chance to shoot it down and prevent the attack).
+Removed Delirium Status widget, because useless (please let us know if you disagree).
+Cleared up the Resource Bar in the Geoscape (all texts now in white, resources that can’t be generated don’t show 0 income).

Tactical:
+When selecting an Infiltrator, circles indicating enemy perception are now always visible (only for revealed enemies).
+New UI for capture slots.
+New UI for human(oid) enemies.
+New UI for Delirium effects in Tactical.
+New UI for objectives.
+New UI for base defense in Tactical.
+New UI to show enemies with Touched by the Void effects.
+Many icons in Tactical now have black outlines.
+Removed automatic evac prompt for single unit, replaced with prompt to evac all squad when all units are in evac zone (adapted from Mad’s Assorted Adjustments, all hail Mad!), and added a button to Evac all if the prompt is responded to in the negative.
Other:
+New backgrounds for deployment and other screens.
+Adjusted Red and Void color.

Update: Sep 29, 2024 @ 8:36am

Hotfix 1 Patch 11

-Bugfixes
+In localizations, misplaced tooltip re Promo skins in New Game screen.
+Missing key/text in ambush mission deployment.
+Issues with RU localization re events.
+Security stations under construction providing security guards.
+Some texts missing localization keys.

Update: Sep 26, 2024 @ 6:41am

1.1.1.4 Patch 11

Some news! First of all, please welcome our new team member, d4reptile, who is a pro UI/UX designer and might be helping us with something in that realm (wink-wink, nudge-nudge).

Second, we have added the RU localization provided by Arctur (all hail Arctur!)

Third, we have made a significant change to Ambushes; from now on you can equip the soldiers like before any other mission. If you don’t like this, you can turn it off in the Mod Settings at any time, or in the New Game screen.

Looking forward to your feedback on this and the other changes, particularly the new functionality with loadouts (see changelog below).

-Bugfixes
+Facilities staying offline after successful base defense.
+Portraits data not getting cleared when loading saves/starting new games, leading to wrong portraits appearing (e.g. for cars).
+Scrapping an aircraft with a Passenger Module yielding no resources.
+Halved damage to body parts when the target has special revenant resistance.
+Hand/crab grenades occasionally without spread with option turned on.
+(Rare) Error Message on loading an autosave made after a diplomacy change that triggers a faction diplo mission.

-Changes
+Added warning when Starvation happens and STARVING perk, describing the effects.
+Added Russian localization provided by Arctur.
+New functionality for saved loadouts:
When loading a loadout, you now get a pop up saying what items are missing, and if they are instantly manufacturable you can pay to have them manufactured and equipped.
There is a new EQUIP ALL button in the mission deployment screen whereby you can attempt to load the loadout for each of the operatives chosen for the mission, taking it from other operatives (on the mission site or elsewhere). As with 1) above, you will get a pop up saying what items an operative is missing and get the option to instantly manufacture and equip instantly manufacturable items.
+You can now equip before an Ambush. This option is turned ON by default, but you can switch it off anytime in Mod Settings or on New Game start.

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