Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
1,476 Comments
Ikobot  [author] Jun 1 @ 6:04am 
@HerbalTea some options with extra ones were implemented. Due nature of both mod, compability will suffer anyway.
soppyamoeba8402 May 30 @ 2:48am 
If that mod is from Nexus, no
HerbalTea May 30 @ 1:40am 
Is there a way to make this mod and super mod plus compatible?
Moroder May 25 @ 11:11am 
Gracias @Voland, a ver si alguien se anima, y si humildemente pudiera echar una mano en algo...
Voland  [author] May 23 @ 4:49am 
@Moroder @Stanko78 si alguien hace una traducción al español, la incluiremos, pero de momento no tenemos planes de hacerlo nosotros
Moroder May 23 @ 4:24am 
Hi, any hope for a spanish translation?
Voland  [author] May 23 @ 2:24am 
@devonblackshear in the title screen Mods turn off TFTV
devonblackshear May 23 @ 12:20am 
how you turn the mod off?
Etermes  [author] May 15 @ 12:37am 
@Hartman Yes, for Highest difficulty, Etermes, enemies will inflict +25% damage and Damage over Time, and PP assets -25%

More information about this level: https://youtu.be/G0K3SmLYYfE
Hartman May 14 @ 8:28pm 
is the perk "you are etermes" with PP taking 25% more damage coming from playing on the higher difficulties? and is there a damage reduction to enemy's on the higher difficulty's as well? had 1 bullet of independent auto rifle do same damage vs my PP sniper rifle shot. If so will adjust difficulty a different way... fun mod liking most of the changes so far 15 days in game ATM
Stanko78 May 11 @ 10:51pm 
Spanish parch please
mar.sch May 5 @ 10:41pm 
@Sol4rSky “No change“ means the difficulty on Tactical is the same as on Geoscape.
Sol4rSky May 5 @ 1:12pm 
Difficulty on Tactical , should I leave it on No Change or go Veteran as the main game difficulty was also set on Veteran?
ImJonesinHard May 3 @ 3:27pm 
Oh you can pick and choose ok I see that would be helpful. Thank you.
Voland  [author] May 3 @ 3:22pm 
@ImJonesinHard this is intended; PP (and TFTV doesn't change this) allow bringing multiple aircraft to the same mission; you can, for example, bring 2 helios and have 10 operatives to deploy, but you will still be limited to deploying less than that in most missions. Similarly, you can have up to 12 operatives in a Blimp with a passenger module, but you will not be able to deploy of them. What's the advantage? More options when deploying, and higher resilience of the squad; you may have wounded/tired operatives, but still be able to field a full squad. Finally, there are also ambushes, and those missions don't have any limits on deployment.
ImJonesinHard May 3 @ 3:07pm 
My tiamat is carrying 10 soldiers, but only 8 show up in the mission? Is this a bug or for balance purposes? If its for balance why be allowed to carry 12 anyways?
Voland  [author] May 3 @ 1:17pm 
@Deadput Interesting, I think you are the first player to bring it up (I could be mistaken; there are some issues with helmets toggle, like the game not remembering the setting, and those get mentioned every once in a while). But I will give a thought as to how it could be done.
Deadput May 2 @ 6:36am 
@Voland

I was actually wondering about the helmet thing, not sure if others have requested such a feature or if it's even possible to implement (if not, no worries) but I know that at the least I would love to enable or disable helmets for specific characters. In the meantime I've left them enabled in my run but I would certainly appreciate it as an option in a future update.

It's a matter of some helmets looking better than others or how I like some soldiers to show their face or some to wear a helmet depending on my head-canon for my characters.
Ikobot  [author] May 1 @ 7:03am 
@MiMi77 нужны для забавы и развлечений. Зачем игрокам обвешивать игру лишними модами, когда можно все удобно упаковать в 1 месте. И в игре также сломаны треккеры, так что по нормально их не ограничить.
MiMi77 Apr 30 @ 11:04pm 
Правильно было бы, что встроенные функции читов были бы доступны только для тех игроков, которые уже три раза прошли игру.
Я ни когда не пойму для чего нужны читы.
mar.sch Apr 26 @ 7:14am 
@Chill Yes, PP recruits are naked. Recruiting them only costs food. Faction recruits have armor and weapons - you pay for this with additional tech and material costs.
Depending on your chosen starting base you might need to wait a bit for your scanner to detect more POIs.
Chill Apr 26 @ 6:21am 
Howdy again. I have some more questions - 1) Are new Phoenix recruits supposed to have any gear? Because mine don't... 2) Since the initial rush of points of interest near my starting base I have seen no more new ones and no action is happening except a mission spawning 'Undefended; too far away to get to it because it is out of range of my Manticore - is something supposed to happen or new points of interest appear? I am just watching the clock tick down as I try to figure out how to get to that 'Undefended' mission
Voland  [author] Apr 25 @ 4:11am 
@MR.SUPERIFICK Thank you very much!!! re the issues, 1) helmets off is intended as a general setting, not just for the selected soldier, because generally players want one or the other for all their operatives ;) 2) yeah, unfortunately for the moment we don't know how to get the new UI we created to work with controllers :(
Voland  [author] Apr 25 @ 4:08am 
@Chill I checked, and it happens in the Tutorial missions. will try to fix for the next release, because actually saving in tutorial, exiting the game and then loading it creates a ton of issues with the config.
Chill Apr 25 @ 3:26am 
Hey there - I have a question. I have the mod activated (there is a tickbox on the mod in the mod menu anyway) but in advanced settings there is also a tickbox saying I cannot save on 'Tactical' which I thought meant in mission. Yet I can save? Is the mod actually working or am I misunderstanding something?
MR.SUPERIFICK Apr 25 @ 2:57am 
brilliant mod, just wanted to thank you for your work. improves the game 100%, especially the pacing and evolution.

found a couple of bugs on my run through if it helps (nothing ground-breaking).

1.
helmets show / not show. effects all characters and toggles the in-character editor also. so there is no way to assign just one with no helmet. (i amuse that's a vanilla restriction but here it is just in case ha ha)

2.
It's just a controller interface in personal tab. There is no way to highlight the bubbles for helmet on/off, remove all items and save /load load-out (it will select customise / treatment and augment but skis over the others).

hope that helps =).
thank you for improving a game i enjoy
Etermes  [author] Apr 24 @ 8:26am 
@Elimendez I'm spanish, but I have no time to create that localization, if you want to create it, I can check the result
Voland  [author] Apr 24 @ 3:57am 
@Elimendez not for the moment, but if someone does it, we will be happy to include it.
Elimendez Apr 23 @ 8:25pm 
Hello, spanish localization??
Voland  [author] Apr 15 @ 3:26am 
@EntityofDesire I can honestly say that largely yes, though it's never the case that everyone likes everything.

TLDR: For example, we have changed much of the Festering Skies DLC, but we have kept the minigame (with some adjustments). Some players who didn't like this DLC content now like it, but some players just hate the air combat minigame no matter what. Out of the latter group some players appreciate that in TFTV it's not critical to engage with the minigame, while others can't reconcile to the minigame being in the game at all.
EntityofDesire Apr 15 @ 1:00am 
@voland thank you for your response, i think concern is really "did they fix the community complaints about the dlc" since again one is universally hated. I'm really just asking if this mod fixes the issues with the dlc the community had?
Voland  [author] Apr 15 @ 12:33am 
@EntityofDesire TFTV requires all DLC because we have integrated them into the main game, so everything is connected to everything else, and ofc we changed them extensively. If you play Vanilla with DLC and then play TFTV you will recognize some things here and there, but most of them will work very differently, in entirely new mechanics. We made TFTV from the ground up to be as welcoming to new PP players as possible, the idea being making it the game it was meant to be.
EntityofDesire Apr 14 @ 2:28pm 
So I recently picked up the game, partially recommended just for this mod (and as a huge xenonauts player) - but I didn't realize i needed all the DLC too for the mod - which isn't usually a problem except 2 of the DLC (the most expensive too) have mixed or overwhelmingly negative reviews, partially for ruining the gameplay experience by incorporating them. So my question is for the extra $ I'd have to psend does this mod fix or improve DLC issues too fans complained about? Also should I first play the game without hte mod anyway to experience the original campaign or is this (mod) more like a directors cut and a better place to start? any help would be appreciated clarifying...
Voland  [author] Apr 13 @ 3:24am 
@Renyth thank you!
Voland  [author] Apr 13 @ 3:23am 
@Vantezzle, yup and we have some plans for the future as well ;)
Voland  [author] Apr 13 @ 3:22am 
@Pepe the mod comes with a RU localization made by someone else (Arctur), and is updated regularly.
Pepe Apr 12 @ 7:06pm 
Is there a russian localization for your mod?
Vantezzle Apr 11 @ 2:09pm 
Had no idea that this mod is still updated!That's quite amazing
Renyth Apr 9 @ 9:41am 
@voland Much appreciated, congrats on the release
Voland  [author] Apr 9 @ 9:02am 
@Renyth we made TFTV so it would as welcoming to new players of PP as possible, and the feedback from those players is generally very positive. So, sure, you can go with TFTV for your first playthrough. If you are feeling confident, try Veteran for a first run. Check out our Discord if you have any questions (https://discord.gg/ph9Jumzp)
Renyth Apr 9 @ 8:56am 
Not played Phoenix Point yet, recommend this mod for a first time player or would the systems throw me into a heavy deep end?
Voland  [author] Apr 8 @ 12:05pm 
@gurugeorge it's the same version, patch 15.
gurugeorge Apr 8 @ 11:35am 
This is a bit confusing. The version on Github is much more recent, so should I just unsubscribe from this and do the process outlined on the github (using the installer proggy etc.)?
Voland  [author] Apr 1 @ 12:01am 
@Elderly Sodomite thank you!!
Eldray Mar 30 @ 1:12pm 
Thank you so much for this mod and your continious support for it. Any time I download Phoenix Point I just can't play vanilla :D
Voland  [author] Mar 23 @ 4:16am 
@AstroNaught thank you!! will share with the team :)
AstroNaught Mar 22 @ 10:22pm 
What a brilliant mod! After 7+ years and 1600+ hours in XCOM 2 with it's myriad of mods, I was beginning to lose hope that there would not be anything else that would scratch that itch the same way. And then I came across this work of art. The mod team should seriously consider banding together and having a go at making games. Bravo to you lot, and thank you! :steamthumbsup:
Telcontyr Mar 17 @ 10:53pm 
@mar well thanks for that, just in case I screen shotted all the default settings, I am too afraid to go into the mod settings menu in case I mess something up. I have really bad OCD so I get really bad if I don't have a big fat "Restore default settings" button...
mar.sch Mar 17 @ 10:50pm 
For example “Stronger Pandorans“ is ON on Legend and Etermes but OFF on lower difficulties.
mar.sch Mar 17 @ 10:49pm 
@Telcontyr Switching difficulty should reset the options to the difficulty defaults. I’m not sure if it is true for really all mod options.