Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
1,541 Comments
Voland  [author] Sep 14 @ 4:24pm 
@Orbalorb need to play without the tutorial for that option, but otherwise should work. If it doesn't please come to our Discord https://discord.gg/6sgFTRqb
Orbalorb Sep 14 @ 2:53pm 
The faction choice for starting the campaign never works. None of my starting people are replaced with any faction operative.
Voland  [author] Sep 14 @ 12:53am 
@✠۞ҜℜأᎦϮO𝖕𝔥ץ☣ to generate mutagens from Pandorans in containment you need to have mutation labs. Each mutation lab can generate up to 50 mutagens from captured Pandorans.
i am have a bug with mutagens. my containments don't produce anything. i dont know if it caused by better facilitys mod but i am testing.
Voland  [author] Sep 10 @ 11:59pm 
@Rotpar it's similar in that it touches almost everything, but the philosophy with TFTV is to make "Phoenix Point the way it was meant to be". Lower difficulties are easier than in Vanilla (and there is an extra easy difficulty, called Story Mode); harder difficulties are harder than in Vanilla.
Voland  [author] Sep 10 @ 11:56pm 
@Lord Raccoon if you hover over the option, a tooltip will appear explaining exactly what it does. For the starting faction: "You can choose a different faction background. If you do, one of your Assaults and your starting Heavy on Legend and Hero, Assault on Veteran, or Sniper on Rookie will be replaced by an operative of the elite class of the Faction of your choice. You will also get the corresponding faction technology once the faction researches it."
Lord Raccoon Sep 10 @ 2:29pm 
Could you please explain, when i start the campaign - i can choose a faction: phoenix, or 3 others. What does this choice affect?
Rotpar Sep 9 @ 10:16pm 
Is this mod akin to Long War for the modern X-COM? Does it make the game particularly harder?
Etermes  [author] Sep 3 @ 11:01pm 
@seanhs23 Yes, I will stream in YouTube, so the videos will stay there
seanhs23 Sep 3 @ 6:55am 
Etermes, will you post to YouTube too?
Etermes  [author] Sep 2 @ 11:28pm 
@tonetone I think September 12 or 13, Season 5 will be live streaming, playing new aircraft rework, still beta, but fully functional
tonetone Sep 2 @ 6:46pm 
Etermes when are you going to run the new season playthrough on your channel?
Etermes  [author] Aug 26 @ 1:30pm 
@Grayhorse I think you mean the First Assault Recon Module (FAR-M) required to increase slots in every aircraft except the starting Manticore. This module will increase 4 slots, meaning for Manticore is 2+4 (6 slots) , for NJ Thunderbird 3+4 (7 slots) and Tiamat is a special case because is slow, so by default provides 8 slots + 4 can achive 12 slots.
Grayhorse Aug 26 @ 12:43pm 
Ive been messing with your mod. Great Mod btw. However, Ive noticed that the updated ship items that add more personnel to the ship dont actually work. 1 shows 2 additional and the other 4. That would mean that the New Jericho ship with the one update, should be able to carry 8 personnel, but it can only carry 7.
Nazareth Aug 24 @ 1:29am 
Hello ! French translation ?
maximustrajan23 Aug 20 @ 7:47pm 
i bought this game because i heard about this mod on youtube peeps were talkin about it! im excited to see if this makes the game "click" for me! Thank you to the modders for all your hard work regardless, we are lucky to have you, i did enjoy this game when it came out(i bought it on Epic, which doesnt have a workshop for mods, thats why i bought the game again, but it just seemed like something was a bit rushed and bit janky. But anyway im older now, im setting in to the turned based games, because no matter who you are, time will take your motor reflexes and you just get sniped in multiplayer action games lol so lets give this a whirl!
kiloromeo Aug 20 @ 4:05am 
@Voland - again Thank You. Not sure about Limited, but I have no Mutaion Labs. Will try to build one!
Voland  [author] Aug 19 @ 9:08pm 
@kiloromeo the 2nd proficiency only gives you the proficiency, no bonus to damage or accuracy, so e.g. It doesn't make sense for an assault-heavy to get heavy weapons proficiency. Re mutagens, in addition to captured Pandas,
1) You need to be playing with Limited Harvesting on.
2) You need to have mutation lab(s)
kiloromeo Aug 19 @ 10:11am 
@Voland - also, I do not seem to get Mutagens from captures Pandas. Know error or change?
kiloromeo Aug 19 @ 4:27am 
@Voland - Hi, sry if common knowledge. In TFTV if a class gives a weapon is there any benefit to spend skill-points on the same weapon in personal skills? Better accuracy or more damage?
xopxac Aug 14 @ 6:13am 
будем играть:PPSophia:
Voland  [author] Aug 10 @ 5:05am 
@kiloromeo so glad to hear that! And thank you, will share with the team
kiloromeo Aug 9 @ 6:36am 
Had some surprises, but great fun, and did manage! Thank you again for your work!
Voland  [author] Aug 9 @ 3:37am 
@kiloromeo yeah, once the base is under attack you can't recruit units to it, very much intended :)
kiloromeo Aug 9 @ 3:32am 
Ha ha. I went for before 12, but must have misscalculated. But all good. Just a thing to concider. You can not "marketplace but Junker" to base under attack? I could not. Also on purpuse? Fair if it is.
Voland  [author] Aug 8 @ 11:26pm 
@kiloromeo - Security stations are a TFTV addition. Yep, if you start the mission later some of the guards will be mindfragged. They can be liberated pretty easily though. Also, if you start the defense early (if more than 12 hours left) none of them will be MFed.
kiloromeo Aug 8 @ 7:07pm 
Nice touch - build a security station and get more enemies on base defence with mindfraggers ... You or original game?
Voland  [author] Aug 8 @ 4:41pm 
@Gaven yes
Gaven Aug 8 @ 12:17pm 
Doing tutorial mission is ok with the mod?
Voland  [author] Aug 2 @ 11:35pm 
@qobra should replinish after mission. Will check!
Qobra Aug 2 @ 10:44pm 
I have twice made a Mutoid that fires Fireworms, Once in Story Mode and one in Veteran. In both cases they only have 5 fireworms as ammo, which will not refresh after returning from a mission. Is this on purpose ? I mean, build an Mutoid which only can fire 5 fireworms and never get more ammo for it ?
Line Ark Aug 1 @ 1:47am 
Thank you for making and finishing this MOD.
PD: I loved being able to change soldier portraits
Voland  [author] Jul 28 @ 1:41am 
@allfold @Qobra yeah, unfortunately there are some bad tiles in the Palace mission. Not sure if can be fixed from our side. Also some Ancient maps have issues where the Automate can get trapped inside terrain :(
Voland  [author] Jul 28 @ 1:39am 
@uph.rog the approach we have taken is to facilitate equipment sharing, so that for those who want to, at least it isn't a chore. This means that, by default (can be turned off), you can equip before ambushes. You can save and load loadouts for each soldier. Before deploying on a mission, there is an "Equip All" button, that will equip the saved loadouts for each of the selected operatives, taking it from other operatives and if there are missing instantly manufacturable consumables, offering to instantly manufacture them. As to how the game is intended to be played, Phoenix Point does have a roleplaying element to it, so *not* sharing equipment is a possible play style (you can definitely win the game on any difficulty without equipment sharing), but you won't break the economy by equipment sharing either. In conclusion, play the way you want and don't feel like you are doing something wrong either way :)
uph.rog Jul 27 @ 1:30pm 
Hey there - please explain, how does this mod balanced around switching gear from soldiers? what is the intended way to play ?
allfold Jul 22 @ 5:24am 
@Qobra, I recently had something similar at an ancient site. Constructs were walking and shooting through a rock face. It was on a map I had never seen before so wrote it off as an anomaly. It hasn't happened since.
Qobra Jul 22 @ 3:35am 
I'm in the last mission, the big boss fight. One thing is mobs spawn in from ALL sides but what is really annoying is mobs going into walls and shoot out from those walls. You think your safe behind a wall but nah...a Grenade mob shoots grenades out of the wall. NOT fair !
Qobra Jul 18 @ 11:59am 
Nevermind, I see now that you can have 1 Vehicle + Security Station (3 People) and 6 actual people during a base attack when they are all stationed there.
Qobra Jul 17 @ 11:54pm 
Regarding Base Defense: So far i have tried to retake a lost base, I have tried to make it to base before time runs out. I have not tried having actual people on a base that gets attacked. I'm wondering the following, max people for a base defense is 9, does that include a vehicle like armadillo or can i have lets say 1 Security Station (3 people) + 6 actual people + a vehicle ?
ごりらうどん Jul 17 @ 10:43am 
How can i confirm my TFTV settings for current game ? Stronger Pandoran toggle to be specific.
Qobra Jul 17 @ 3:01am 
@Voland You are right, i mixed it up and forgot about Thief Perk. I had to research Mutations for Food Production Facility to show up as a research.
Voland  [author] Jul 16 @ 2:25pm 
@qobra re food production facility, that will be the case if you are playing with "Limited Harvesting" on. It's on by default on Veteran and up, but you can switch it off on new game start. If you switched the Limited Harvesting off, Food Production Facilities will not be available from the start.

Re infiltrator, there is no 25% buff to stealth from the class in Vanilla. It's +25% to stealth while the infiltrator is unrevealed, same as in TFTV. You could get 75% base stealth in Vanilla with the Thief perk (+25% stealth).
Qobra Jul 16 @ 9:29am 
@Voland The mod manual states that Food Production Facility can now be built on game start. I dont have that option. I'm allied with all 3 factions and seen nothing pointing to food pruction. In Vanilla a full set Infiltrator Armor on an Infiltrator will show 75% Stealth. 50 from the armor and 25 from the Class. In TFTV this shows as 65%, 50 from armor and 15 from Tunnel Rat.
Voland  [author] Jul 16 @ 5:29am 
@Qobra. The 25% bonus to stealth is conditioned on the infiltrator not being revealed. This is unchanged from Vanilla.
Qobra Jul 15 @ 11:23am 
Is the initial 25% stealth removed from Infiltrator Class ? When i check my Infiltrators they only show a 15% bonus from Tunnel Rat.
kkxhh Jul 12 @ 10:06pm 
Thanks for your help! Couldn't find the mod folder before. Turns out it's in the steam workshop directory
Voland  [author] Jul 12 @ 6:09pm 
@kkxhh yes, the option is in Mod settings, which can be accessed in the title screen. Also on New Game screen. The instructions on how to add new custom portraits are in text file in the Mod folder, in Assets/Textures/Portraits
kkxhh Jul 12 @ 1:20am 
Is it available to use custom portraits when using TFTV? I saw an option said "custom portraits in tactical" but I can't find it in game
Voland  [author] Jul 5 @ 2:22am 
@McLets in TFTV Advanced Lasers tech requires Laser Weapons + Advanced Tech Weapons; in Vanilla it's only Laser Weapons + Technician
McLets Jul 4 @ 7:29pm 
Last time I played TFTV, the techs for laser PDWs and laser turrets was inaccessible. Is anyone else having this problem, not just with advanced laser weapons but any other weapon? Or has this been patched?