Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
1,579 Comments
Ikobot  [author] Nov 23 @ 4:26am 
@sri.mikkoji just RNG, you can customize soldiers at your will. Also humanity here mastered gene-smith, so changing appearance is part of this universe.
sri.mikkoji Nov 19 @ 3:33am 
Great mod looks good!

I'm having strange compostiton in my troops though. Almost half are balck women, is it DEI hire or what?
In reality woman really can't run with sniper rifle. It's like biology.
Cowboy2841 Nov 17 @ 8:46pm 
Just finished my first TFTV campaign. Excellent work on all of this. I'll be playing TFTV again next time I start a PP campaign.
My only suggestion is to consider adding a way to predict when and/or where the behemoth is about to emerge from the ocean (new research, or new base facility, etc.), as ocassionally i'm on the other side of the world and cannot get there in time to fight it before it lays waste to numerous settlements (same problem I had with behemoth in vanilla).
GetUrAssToMars Nov 11 @ 4:13pm 
@mar.sch thanks for that. I ended up going with the beta based on the discord talk. No regrets. The mod team has done a fantastic job with this overhaul.
mar.sch Nov 11 @ 6:56am 
@GetUrAssToMars You might want to join the TFTV discord. The aircraft rework beta is great.
GetUrAssToMars Nov 8 @ 2:16pm 
Thanks Etermes!
Etermes  [author] Nov 8 @ 2:33am 
@GetUrAssToMars Beta rework is very polished, but incompleted, second part (out of three) was public released yesterday. You can expect a smooth experience without revelevant bugs. I did stream this beta in my YT channel, full campaign, not problems at all. I will start streaming tomorrow to show the new update, same way, no safety net, live.
GetUrAssToMars Nov 7 @ 12:15pm 
looking to jump into this soonish. Is the aircraft rework beta in a good place or still fairly unfinished for a regular playthru?
McLets Oct 24 @ 5:32pm 
ah... thanks...
McLets Oct 23 @ 3:54pm 
Is there any research to fully augment my soldiers? If so, how do I get it?

I know there's a starting option to be able to fully augment soldiers (head torso and legs), but I was told by someone else that I can research it later with the option off, and that it is more balanced to do so.

I've finally killed Subject 24, and unfortunately the only reward for the mission was 100 skill points (it didn't even let me keep the drops around the map! this could be because of the hostile havens void omen which stopped me from picking things up there too). I didn't get a research to fully augment my soldiers if it exists.

PS: I also have achieved allied reputation with Synedrion. They are building mist repellers, and I never got the option to research it.
Voland  [author] Oct 18 @ 9:17am 
@Boshty can't be done, it's a very different game from firaxis xcom. Oversimplifying it, firaxis xcom is a boardgame, all the visuals are just eye candy for what could be played with pieces of paper and a bunch of dice. PP is a simulation, so while any actor is moving, it's interacting with the environment and things are happening (like detection, overwatch triggers, etc.). But you can just set the animation speed to fastest in gameplay options.
Boshty Oct 18 @ 9:00am 
Any way to change squad movement so that you can select another unit while one is moving to where you clicked? Like how xcom2 does it?

Its the one thing that stops me from playing this game, even with this mod, because i just cant stand spending what feels like half the battle watching my guys run from spot to spot, camera locked in place above their heads. its so annoying and jarring.

Its much better in xcom2 where the camera remains under your control, and after telling a unit to move ,you can begin moving the camera or clicking on another unit while it does the movement. It only stops you doing this if it will activate an enemy group. Its great for moving a few units quickly when youre not in combat itself.

Im not sure if this is a limitation of the games code or something you would be able to change, but it would make this game almost 50% better instantly lol
Rat Oct 13 @ 10:47am 
great mod:respect_soldier::Rat_Laugh::charles_happy:
Rime Oct 12 @ 2:12am 
Just started this up for the first time, would it be possible to have options for a noise to play when cutscenes start, or have the dialogue be in a briefing instead of a silent slideshow?
Voland  [author] Oct 10 @ 9:25pm 
Kind reminder to all from Charlemagne's issue below (starting Manticore only carrying 2): Lucus CustomStart mod is NOT compatible with TFTV [his other mods are compatible, and Officer's Mod is great, I always play with it]. If you had it on before installing TFTV, please turn it off and restart the game before starting a new TFTV campaign.
Voland  [author] Oct 9 @ 4:57pm 
@Charlemagne there is obviously something going wrong here, could you please come over to our Discord so you can post the logs and I can take a look at them?https://discord.gg/s6VMx49Q9
Charlemagne Oct 9 @ 2:27pm 
I also wonder if this could be caused by an option. I checked the option for having no air combat.
Charlemagne Oct 9 @ 2:25pm 
OK the Manticore said it only was carrying 2, but it was carrying all 6 to various points. However, after returning to the base, 4 dismounted and can no longer be mounted. I assume I need the module, but I can't build it yet, and neither any of my visible techs say that they will allow building it. Shouldn't the free module show on the initial Manticore? Because I don't see it.
Voland  [author] Oct 8 @ 6:12pm 
@Charlemagne weird, maybe because you had the DLC but they were disabled
Charlemagne Oct 8 @ 5:06pm 
Thanks Voland sorry to bother. The problem I was having was that at game start going to the first POI, the ship only carried 2 soldiers and I couldn't make the others get in. I started a new game and the problem went away, maybe a bug.
Voland  [author] Oct 8 @ 3:38pm 
@Charlemagne in TFTV aircraft cost half as much as in Vanilla but they carry 4 less, except the Blimp. But there are passenger modules that cost half as much as a Vanilla Manticore and add +4 passengers to any aircraft and some other positive effect (the one on your starting aircraft, FAR-M, regenerates Stamina, but you can unlock 3 more).
Charlemagne Oct 8 @ 1:14pm 
Another question. The Manticore can only carry two people. How am I supposed to do mission with two soldiers?
Charlemagne Oct 8 @ 9:02am 
Thanks, it seems the options had unchecked themselves.
Voland  [author] Oct 8 @ 8:52am 
@Charlemagne 1) tutorial should activate if you choose it; are you sure it didn't get unchecked? 2) Most promo items have been repurposed to make new armors, but the rest of them (heavy Santa, Protoss priest, weird sniper) should also appear if you checked the option, 3) yes, TFTV activates all the DLC if you have them (if you don't, it shows corresponding message. As an experiment, try starting a new game again with the tutorial and the promo skins on. If that doesn't work, please come to our Discord so we can take a look. https://discord.gg/gAwcH4QQ
Charlemagne Oct 8 @ 7:41am 
Just launched my first TFTV game, question: I checked tutorial and promotional skins but neither appeared in the game. I wanted the tutorial because I haven't played in a while, but it's not that important. However, what about the promotional items? Do they appear in TFTV or are they excluded?
Also, TFTV requires all the DLC. I had most of them deactivated, but the game never gave me the chance to reactivate. Does TFTV activate them default?
nekku Oct 7 @ 11:38pm 
@Voland
thank you for clarification, sorry for missing earlier replies. I suggest to update the tooltip to include this information to decrease the number of such questions :)
Voland  [author] Oct 7 @ 8:23pm 
@nekku see my comments to Komissar Gebet just a few entries below. With the opinion off, behavior is Vanilla, so unlocked with an Anu tech. I also explain the reason to keep it like that when limited harvesting is off.
nekku Oct 7 @ 8:53am 
@Etermes Yes, I've set it to OFF.
The tooltip never said anything about disabling Food Production along with limiting minced pandorans.
Etermes  [author] Oct 7 @ 8:48am 
@nekku There is mod settings in main menu, I think is Limited Harvesting, do you have it set to OFF when you start a new run?
nekku Oct 7 @ 8:24am 
Hi there, I've watched a couple of YT videos where people started TFTV and the first thing they build was Food Production, although they don't have any tech or discovered factions yet.
For some reason I don't have this option. I'm playing on Hero, the YT videos were Legend.
Am I unable to build it because of the lower difficulty or smth?
Voland  [author] Oct 5 @ 4:55pm 
@ubershiza without all the dlc won't work at all
ubershiza Oct 5 @ 2:22pm 
how stringent is "requires all dlc"? is it that certain things wont wort or more that the game will not wort at all?
Komissar Gebet Sep 28 @ 4:20pm 
> dysfunctional government agency

Well... ))))
Still I'd like to try that out)
Voland  [author] Sep 27 @ 7:15am 
@Komissar Gebet the description of the option is "Play with game mechanics that make obtaining food or mutagens from captured Pandorans harder.", which is what it does, because with the option turned on you need extra buildings (food production facility/mutation labs) and you are limited to how much food/mutagens you can obtain at a time from captured Pandorans. Now, the thing is that this makes the food production facility actually useful, which it absolutely is not in Vanilla. In Vanilla, the food production facility is a noob trap; if you are playing Vanilla or with the limited harvesting turned off, you shouldn't be building fpfs (unless you are roleplaying a dysfunctional government agency, I suppose :) ). So making it available from the start wouldn't be making casual players any favors, as they would be tempted to waste resources on it.
Komissar Gebet Sep 27 @ 6:50am 
@Voland

I guess the description of the option should be updated then. Both in-mod description and the wiki. Because it's currently misleading. It should be something like "implement new food management system" with it's description saying that you'll have limited harvesting options but you'll get farms from the beginning to compensate... or something like that.
Also personally I think there should be a "casual difficulty" variant, when the player can have both farms and harvesting.
Voland  [author] Sep 26 @ 6:37pm 
@Komissar Gebet with the option turned off, it's Vanilla - Anu Food Production. The logic is that if you turn off a change, you don't get the change ;)
Komissar Gebet Sep 26 @ 2:32pm 
So, what is the prerequisite for food production facility if the limiting option is set to off?
I indeed had a facepalm at this moment as the function that is supposed to REMOVE limitations actually implements another limitation... Seriously?
"ЛОГИКА!" (с) Красный Циник
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?