Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: May 18, 2024 @ 3:24am

1.1.0.3

-Bugfixes
+Softlock on aborting via ESC key mutliclassing of Slug.
+In a base defense with Containment still under construction, Pandorans breaking out of containment.
+In a base defense with Containment, when player has multiple containments, event offering to Purge not appearing.
+In Base Defense, issues with security guards not spawning, or too many of them spawning, and escaped Pandorans spawning on top of each other.
+Objective Survive 5 turns appearing during Phase III Base Defense.
+Containment breach rolled more than once per hour, which could lead to weird outcomes.
+Softlock if during OW player hits a destroyed vehicle hulk.
+When NJ destroys a Pandoran Colony, Geoscape log does not show its type.
+Some VO, once removed, continue their effects until reload/return to Geoscape.
+Error on using unequip/use loadout buttons when the items total number is less than remaining storage capacity but their combined weight exceeds it.
+Occasional error message on clicking info of a humanoid enemy after loading a tactical save.
+Behemoth mission occasionally wrong player deployment.
+Typos.

-Changes
+Venom Torso no longer considered a handgun for purposes of Gun Kata and Gunslinger (the latter was bugged) (also we suddenly realized that shooting spikes from your hand is not the same as a handgun) (even though it’s actually literally like a gun in your hand) (but still, different things).
+Tooltip over characters in tactical now shows more info and also appears when hovering over “info” of a selected character.
+Clarified in ability descriptions Troublemaker and Return Fire.
+Reduced number of missions required to unlock Bionic Fortress.
+Can choose where to deploy new recruits from Marketplace / subjects obtained in Project [REDACTED].

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

Update: May 10, 2024 @ 4:24am

1.1.0.2

A quick patch to fix one big issue and a few smaller ones.

-Bugfixes
+Killing or capturing [redacted] not unlocking Project [redacted].
+Very rare bug where the starting base would spawn without a vehicle bay.
+Enemies arriving as reinforcements dropping items on death even with the setting to prevent that was turned on.
+Slug being able to Multiclass into Technician (and not able to multiclass into another class).
+Mess with equipment filters on account of the Slug.
+Typos.

-Changes

+Replaced background picture and some texts for Cyclops mission briefing.

Update: May 7, 2024 @ 6:37am

1.1.0.1

The first patch post 1.0 release! Turns out there were a few bugs left after the Beta. Thanks to everyone for reporting them. This release is fully compatible with old saves.

Installation:

1) Steam: should update automatically. Check the bottom right corner in the title screen for the version number. If it doesn't show “TFTV 1.0, patch 1 20240507 release #1”, restart Steam. If it still doesn't update, unsubscribe and subscribe to TFTV (no worries, won't do anything to your saves).

2) non-Steam: download the latest release from GitHub and overwrite the previous version.

Changelog:

-Bugfixes
+Experimental drugs tactics applied to the Leader instead of lowest tier characters.
+Error when trying Secondary Strike Force deployments in base defense for a small base with a certain layout.
+Certain settings in other mods Mod Settings made invisible (not on purpose, I swear! :) )
+A few typos fixed.
+Occasional harmless but annoying error message when facing humanoid enemies with the Starting Volley tactic.
+Very rare harmless but annoying error message when some object gets destroyed..
+Alistair and Olena lore not getting added if starting the game with Tutorial.
+Warning about switching off option that disables Tactical Saves appearing irregularly (now will only appear one time per game launch if setting is set to off at any point).
+Jetpack Control jump not followed by camera.
+Security guards on Base Defense not spawning correctly (You should get 3 guards per security station; if you are early to the base defense mission, all spawning in the security station under your control. If you start later, 1 under your control, 2 mindfragged, all in random places).
+Game starting without warning about missing DLC.
+Disable Autostandby mod option was on by default (you can change it anytime in the Mod settings tab in the title screen).
+For the Protect the Cyclops mission, starting the mission, then quitting before completing and then loading the autosave creating all sorts of nasty problems.

-Changes
+Hacking console/Convincing VIP action now ends turn, as some players were confused and canceled the action on the same turn it was initiated.

-Known issues pending resolution:
+Sometimes unable to deploy to clear an infested Phoenix base.Normally you can fix it by saving your game and then loading it. If you run into this issue and have a save game somewhere shortly before the attack, please post it in #bug-reporting on our Discord.
+Protect the Cyclops Mission briefing now showing Vanilla pic and text for Ancient site defense.

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

Update: Apr 26, 2024 @ 5:59am

Terror from the Void 1.0!

Maintains save compatibility with open beta.

Update: Apr 24, 2024 @ 4:15pm

Update #60

-Bugfixes
+When VO halving all diplo penalties and rewards in effect, reward from sabotage missions not getting halved.
+Guardian torso armor incompatible with vests.
+Softlock if an attack attempts to apply a status on an already destroyed bodypart.
+Harmless (but annoying) error message when operative with Echo head using consumables.
+Hoplites not self-repairing if they don’t have any arms.
+Running out of time on Base Defense triggering an error message.
+Unable to save game after defeating Behemoth in some rare cases.
+Attacking when Scarab equipping Stability Module using regular attack if using hotkey or dropdown menu option.
+Scarab Taurus gun sometimes failing to do damage.

-Changes
+More medkits for support characters in the final mission.

Update: Apr 19, 2024 @ 2:56am

Update #59

-Bugfixes
+Base defense mission autofail when attacker one of the factions: the way it should work is that when you are attacked by a faction, an enemy craft will first go to your base and hang around it for a while (giving you a chance to shoot it down). Once the attack starts, however, you will only have a chance to defend the base if you have some operatives at the base and you will not have time to equip. The mission itself is like base defense in Vanilla. (Eh, minus the bug where you always autofail it).
+Occasional inconsistency in the Olena base attack event text.
+Goo having no actual impact on movement cost (please note that it shouldn't increase cost if the character has the slowed status or has immunity to goo).
+Saving a game after killing all the hoplites on a mission and then loading it gave Cyclops 100% DR.
+Wrong information on tooltip re character movement (Vanilla).

Update: Apr 12, 2024 @ 4:29pm

Hotfix to Update #58

-Bugfixes
+Infinite AI turn when an enemy has all weapons disabled, caused by “Items showing 0 HP (Vanilla).” bugfix, so reverting it for now.

Update: Apr 11, 2024 @ 4:03am

Update #58

-Bugfixes
+In Base Defense, operatives at the entrance spawning inside rock.
+In Base Defense, reinforcements strats repeating themselves before all have played out.
+In Base Defense, for umbra strat, umbra spawning too far from previously existing Mist (from now on, will only spawn inside existing mist).
+In Base Defense, mission going straight to Infestation if attempted immediately and player has Walls of New Jericho.
+Behemoth getting stuck at the targeted haven.
+Marketplace weapons/ammo getting replenished after buying them.
+Killing/Rendering captive Pandoran specimen while vivisection of Pandoran in progress prevents doing the research after obtaining a new copy of specimen.
+Items showing 0 HP (Vanilla).
+Pandorans that will spawn Umbra on death not fleeing the battlefield when they can no longer attack.
+Goo Repeller, Virus, Psychic researches locked even when required Pandoran in captivity.

-Changes
+Mindcontrolling unit now gets half of all the Contribution Points (which determine XP distribution on mission end) gained by the Mindcontrolled unit.
+On death of mindcontrolled unit, mindcontrolling team doesn’t lose WP.

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

Update: Apr 2, 2024 @ 3:44am

Update #57

-Bugfixes
+Occasional and harmless error message on Tactic Starting Volley.
+Scarab, Armadillo and Junker doing excessive turn-damage (e.g. destroying walls in havens by turning around them).
+Surveillance ability of Sentinels, eggs and others displaying wrong activation boundaries on hover over (Vanilla).
+Armadillo Flamethrower/Obliterator softlock on getting destroyed and then evacuating.
+Armadillo Obliterator destruction not destroying the Flamethrower.
+AI tendency to nonsensically move out of cover after shooting (Vanilla).
+Firequenchers appearing too soon.
+ODI event damaging all operatives for 200 HP (should be 50).
+Incorrect handling of research requiring captured Pandoran when Pandoran killed before research was revealed or started.

-Changes
+Spider Drone launcher made a silent weapon.
+Mist Sentinel surveillance ability reduced to 15 tiles (from 100).
+Echo head (Bionic 3 head) now instead of a passive making all attacks silent, gives a special shoot ability limited to 1 use per turn making any direct fire weapon attack silent.
+If at the start of a faction’s turn 5 or later there are no revealed or located enemies, a random enemy will no longer be located.

Explanation re Stealth changes: Vanilla had a bug where any attack made by infiltrator was always silent (yes, the Echo head added nothing in that regard), and, at the same time, to ensure that the player couldn’t remain hidden forever, on turn 5 and subsequent turns, if no enemies were visible or located, a random enemy would be located. You also experienced it as the player, when seeing a red ping at the start of your turn showing the location of an enemy that had done nothing to reveal its position during its turn. You experienced it more dramatically when your concealed infiltrator was suddenly getting shot at.

In update #56, we fixed the Vanilla bug that made all attacks by infiltrators silent, and now we are removing the AI crutch (or cheat) that allowed it to locate hidden operatives.

This means that, from now on, your unrevealed and not located infiltrators should not be getting attacked. However, if all your operatives are hidden, the AI will still tend to go where they are to find them.

Update: Mar 24, 2024 @ 12:48pm

Update #56

-Bugfixes
+Multiple instances of Adaptive Resistance hint showing if restarting mission several times.
+Base defense: Infestation mission if player loses vs faction assault on base (the base should be just wrecked).
+With Adaptive Resistance VO in effect, Marketplace renews stock every time a mission is completed/game is loaded (now to get new prices need to wait until stock rotates after VO appears/disappears).
+Not showing as objectives the VOs that impact tactical in tactical.
+Champion tier enemies recovering allies Will even if dead or evacuated.
+If playing Etermes Geoscape but switching special resistance/vulnerability off, special resistance/vulnerability reverting to On after a mission/geoscape load.
+Vehicles not getting the Slowed Status from Goo attack/starting turn in Goo.
+Infiltrators are always treated as if using a silent weapon (Vanilla).

-Changes
+Impossible weapons no longer require faction research for manufacture.
+Reduced Cyclops DR on Etermes (now has the same Resistance as on other difficulties and no Etermes special DR).
+Empty Aircraft can now be scrapped in the personnel screen. Copied and adapted from Mad’s Assorted Adjustments (all hail Mad!).