Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: Aug 3, 2023 @ 2:33pm

Update #33

Another large update that, in addition to the usual bugfixes, attempts to cut some Vanilla meta for getting rich fast, completely revamping the Capture mechanics, limiting raids, and removing trading for profit, among other stuff. All these changes are opt-out, and, based on your feedback, we will see if they remain opt-out, or become opt-in or associated with some specific difficulties. However, for now we would really like to hear about how it impacts you gameplay, how clear are the new mechanics, and how much you hate having less resources, and love to hate that, or just hate us for doing this, etc.

Come on, share your feelings! Open your heart! Open your mind! Save Mars!

Stop playing BG3!

-Bugfixes
+Behemoth Disruption Threshold not set correctly (this time fixed for good, hopefully).
+Void Omens not getting removed/replaced if at some point the game ran out of Void Omens.
+Amount of acid applied with Amplify getting reduced by acid resistance
+Agile GL/Acid res researches not available to players who completed Fireworm/Acidworm researches before Update# 32
+Return Fire consuming AP discount from Hunker Down.
+Scorpion damaging same body part multiple times (you can thank Etermes for this fix :)).
+Bionic research allow manufacturing Nanokit.
+Scylla cannons damaging Scylla.
+Guided by Whispers giving double rewards/penalty.
+Nanotech Vest spawning in scavenging crates before research is completed.
+Tooltips re Delirium in character edit screen showing incorrect info.
+Buttons in equip soldiers screen not displaying correctly on some resolutions.

-Changes
+Operatives can now access vehicle inventory while inside the vehicle.
+Aircraft speed buff from cruise control passenger module increased to 250 (from 100).
+Aircraft range buff from extended fuel tanks passenger module increased to 2500 (from 500).
+Umbra “ghosting” in Base Defense will scale with Delirium of operatives (the higher the Delirium the operative has and the more operatives with Delirium there are, the higher the chance that an Umbra will spawn when the Umbra strat is implemented).
+The Venom Torso will provide handgun proficiency to the actor (handgun proficiency ability tied to the torso)
+The Spike weapon is treated as handgun now, so skills that need a proficient weapon will work with it
+Insignificant changes to resource procurement:

1) raiding a haven now raises alert level to highest and it takes 7 days to reduce alert level. (so you may only raid each of the factions once every 7 days).
2) Enemies arriving as reinforcement will not drop items on death.
3) Number of Pandorans that can be captured is limited by aircraft type (and capturing a Scylla requires a special module that also increases the number of Pandorans that can be captured).
4) You can no longer kill Pandorans to get mutagens, but any aliens in Containment will generate mutagens every hour as long as you have a Mutation Lab.
5) Rendering Pandorans for food now requires a functioning Food Production facility and takes time; each facility can hold up to 250 units for processing and process 50 units per day.
6) Trading prices are fixed with all factions at 1 tech for 5 supplies or 5 mats, and 1 supply for 1 mat.

(please report your moanings in #feedback).

(you can also switch off all or any of these changes in config; if you do so after playing a new game/loading a save, please quit to desktop before starting a new game/loading a save)

Update: Jul 19, 2023 @ 6:30am

Update #32

This was meant to be a second Hotfix to Update #31, but it grew into a small Update, like a larva grows into a Zergling (or was it two?). Anyway, fixes and further implementation to acid/vests, including some shuffling of research…

… and a small little Vanilla bugfix that might cause a lot of pain: the Vehicles no longer have an infinite ground inventory.

But to compensate for that, all vehicles will now have 3 extra inventory slots!

-Bugfixes
+Nanokit not removing Bleeding status.
+Nanokit could be used on targets with no curable status but lower than full HP.
+Error text when aiming with acid weapons.
+Secondary Force strat activating always in Base defense.
+Destroying a console in Base defense before any strat announcement causing a harmless error box to appear.
+Multisensor Module reverse engineering still gave access to Nanotech.
+Vehicles had infinite inventory (using ground slots) (Vanilla bug).
+Behemoth Disruption Threshold not set correctly.
+Pandorans that should have immunity to acid didn't have it.
+Sometimes a facility that should be demolishable because it wouldn’t break the connection to hangar rule could not be demolished.

-Changes
+All Vehicles have 3 extra inventory slots to compensate for the fact that they no longer have an infinite inventory.
+Vidar GL tech now unlocked with Fireworm research.
+Acid res vest tech unlocked with Acidworm research.
+Blast/Fire res vest unlocked with NJ Fire res research.

-Further implementation
+New NanotechVest unlocked with Syn Advanced Nanotech; increases by 10 HP of all body parts.
+Added camera chase for special reinforcements in base defense.

Update: Jul 16, 2023 @ 3:05am

Hotfix 1 for Update #31

-Bugfixes
+Acid disabling body parts that are not electronic (should disable only bionic or vehicle parts).
+Exo suit not able to equip any Mounted Weapons.
+Asleep Hoplites participating in Cyclops multishot.
+Error message on going to Recruit tab.

-Changes
+Hunker Down now works like Electric Reinforcement re acid (doesn’t protect vs acid).

Update: Jul 13, 2023 @ 3:01pm

Update #31

Big update today, with bugfixes (including Vanilla ones), and important changes to:

Delirium Perks. We have been looking at the feedback for a while and discussing it internally, and a while back we realized that players were just too reluctant to do experimental treatment (without savescumming) because of the risk of getting a permanent perk, and a couple of the perks were especially disliked. So we replaced/changed those perks, and implemented a system where Delirium perks are eventually removed as the character participates in successful missions.
Acid. We had a lot of internal discussions on this since, well, forever, and I have detailed all the changes in the log below. The main purpose is to narrow the range of damage Acid can do (in Vanilla somewhere between 0 and death, but never in the middle), remove meta that trivializes Acid damage and give the player reasonable options of dealing with it (consumable + vest), while also keeping Acid dangerous vs bionics. This is a first implementation, so lore not adjusted and there will probably be some bugs/inconsistencies with games in progress, particularly re researches and what they unlock.
Vests and Modules. We shifted things around a bit to give more options, and removed the option to wear a vest if you have a bionic torso. As above, also a WIP.

Please share your feedback on our Discord in #feedback!

-Bugfixes
+Negative damage notices with very large numbers when character with elemental immunity hit by elemental damage (Vanilla bug).
+Some facilities not working after repairing Power Generator (Vanilla bug).
+Chirons targeting small things with stomp, like an elephant on a pest control mission in a dingy electronics store.
+Behemoth disruption points not increasing with each Roaming.
+Hoplites in story mission sometimes shooting beams for 0 AP (when not multishooting with Cyclops).
+Arthron Skirmisher Prime still named “Myrmidon”.
+Mist spawning too high in base defense for Triton infiltration strat.
+Not awakened hoplites participating in Cyclops multishooting.
+UI issues in Geo with Derealization and Derealization also providing Mind Control immunity. (Fix will only work on newly rolled Derealization perks).
+Mindfragged soldiers not appearing in Infested Havens.
+Wolverine not reducing accuracy by 20%.
+Failing “mid” base defense because all Pandorans eliminated before the Survive objective is initiated (causing a persistent base attack bug on Geoscape)
+Only basic Scylla spawning all the time.


-Changes
+Inspire and Punisher no longer give teammates WP for killing small critters and inanimate objects.
+”Mid” base defense mission Survive 3 turns objective replaced with Survive 5 turns (because otherwise was the easiest base defense mission).
+Added -12 diplo penalty with Syn if player chooses to share Bionics3 research with NJ after fighting both SYN and PURE.
+No limit to Delirium VO pushed a little further back so that it is less likely to overlap with max Delirium.
+Facilities that do Healing/Training/Repairing at a base under attack are powered down within about 6 hours after the attack.
+Changes to Delirium perks:

1) New feral perk (Skills cost +1 WP. You gain +8 STR).
2) New Anxiety perk (Start each mission Disoriented for 2 turns. Immune to Mind Control).
3) One of them changed to “Receives Delirium damage x2, immune to Mist”.

Note that the “new” perks can be rolled alongside previously rolled “old” perks; this is to ensure save compatibility.

+Delirium Perks will now disappear after a random number of missions (the chance is very, very small at first and gets larger until it becomes 1; number of missions depends on difficulty level. Gaining a new Delirium perk resets the timer, but all perks removed together).
+Hunker Down can be used again in the following turn even when not shooting.
+Changes to Acid and modules:
Acid no longer does x2 damage to Bionics, but when acid does damage to a bionic body part, it disables it for a turn
Synedrion Advanced Nanotech now gives access to a consumable (Nanotech Fieldkit) that removes all negative status effects, including acid. Nanotech buff effect that reduced all incoming DoT damage is removed.
Electric Reinforcement no longer protects vs acid damage.
Mutoid cure Spray no longer removes acid.
NJ Fire Resistance Tech now allows manufacturing an acid resistance vest.
Acid resistance (from lab assistant background perk and acid res vest) only reduces by half the damage to body part HP (if a character has both Resistances, their effects are multiplied, not added).
Most acid damage from Pandorans was reduced by 10.
Motion Detection Module can now be manufactured after researching Terror Sentinel.
Repeller module now a leg module.
Fire and blast res vests combined into a single vest (with a new pic)
Poison vest now also gives protection vs paralysis.
Night vision module has a new pic.
People with Bionic torsos can't "wear" vests (that's, like, reality, or whatever).

Update: Jul 3, 2023 @ 6:11am

Hotfix 1 for Update #30

-Bugfixes
+Constant harmless, but annoying error messages in tactical during AI turns.

Update: Jul 3, 2023 @ 3:33am

Update #30

Bugfixes to a few nasty/annoying bugs. The nastiest one is probably one where liberating an Infested base left it unusable. After this update these bases should become usable again.

Also operatives will no longer recuperate Stamina on aircraft without the FAR-M, which they were doing for a few months now.

As to changes, another slight upgrade to the UI, grouping all the Void Omens at the top and making Base defense missions REALLY prominent.

At this point I'm also working on stuff for the 1.0 release proper, but which I can't include in the beta because it will break saves. Right now it's the start a new game screen, which will have 2 additional difficulties (one really easy, and the other… the other is called ETERMES) and a bunch of options that were previously in the mod Config.

-Bugfixes
+Recovering Infested Based showing bugged UI for base.
+Error on overwriting existing loadout for an operative.
+Hunker Down not costing 2 WP.
+Operatives recuperating Stamina on aircraft not equipped with a FAR-M.
+VO saying max 6 operatives, instead of Max operatives that can be deployed reduced by 2.
+Pure Robotic self-repair tactic appearing on meatbag squads.
+Arthrons and Fishmen with TBTV statuses fleeing the battlefield when unable to attack.
+Killer Instinct - status was not unapplied when using melee weapons so you got infinite free melee attacks in the turn it triggered.
+Hoplites losing AP with Cyclops multishoot.


-Changes
+Base defense mission appears now as an objective, everything is red and exclamation signs are everywhere.
+Void Omen icons now purple and they appear grouped together at the top of the objectives list.

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

Update: Jun 27, 2023 @ 9:55am

reuploading because WS hates the hotfix for some reason

Update: Jun 27, 2023 @ 9:43am

work in progress slipped in, messing the start new game screen.

Update: Jun 27, 2023 @ 9:38am

re uploading last update

Update: Jun 26, 2023 @ 3:39pm

Hotfix 1 for update #29

-Bugfixes
+Starting a mission after loading a save before reaching midnight once applies max delirium limit as if ODI was at 0%.
+Harmless, but annoying error message on loading game/entering geoscape if no loadouts yet saved.

-Changes
+Clarified text on load loadout tooltip.