Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
1,456 Comments
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.
Telcontyr Mar 17 @ 10:42pm 
I'm curious, is there a way to reset the starting options to default? Just so I can have peace of mind if I mess around with them that I can restore them to the intended baseline. Ditto mod options.
Voland  [author] Mar 15 @ 5:19pm 
@Zombiemaster some of them, yes.
Zombiemaster Mar 15 @ 2:07pm 
does the oneiric delirium assessment thing use ai art for the art
Voland  [author] Mar 15 @ 12:06pm 
@hottt3 should say hotfix 2 Patch 14 in title screen
Voland  [author] Mar 15 @ 11:29am 
@CavityCommunion please come over to our Discord
CavityCommunion Mar 15 @ 9:10am 
Playing with just this mod the game is repeatably crash/restarting during the "Undefendable" mission which is, I think, the first mission for Subject 24. Any suggestions?
hottt3 Mar 15 @ 2:36am 
Is there a way to know whether I have the latest version of this mod installed? I couldn't find what is the current version of the mod neither in the description nor in change notes.
Thanks for the mod!!
allfold Mar 6 @ 5:26am 
Ah! TY mar.sch. I do recall reading that. I'll work on my lack of comprehension skills.
mar.sch Mar 6 @ 12:21am 
@allfold
From the change notes (February 14th):
-Changes
+New, alternative way of getting Experimental Delirium Treatment (appears when an operative has 5 or more Delirium and if the Player hasn't unlocked treatment yet).
allfold Mar 5 @ 5:34pm 
In my current run I had the Oneiric Delirium Treatment before researching Specimen 2. Is that possible or a bug?
kiloromeo Mar 5 @ 2:52am 
@Voland - great that you keep working on it. Of course would like the final version, but it takes the time it takes for you to complete. Any idea how long, before the things you are not prepared to speak of?
Mask Mar 5 @ 12:49am 
Thx, this is the best work ever! @Voland and the team!
Voland  [author] Mar 4 @ 10:18am 
@Mask yep, subscribing to this mod will give you the latest updates. If it doesn't do so automatically for any reason, try restarting Steam, and if that doesn't work, unsub and resub.
Mask Mar 4 @ 7:48am 
Is this the final version of TFTV? I mean, do you update this mod whenever you make an adjustment?
Voland  [author] Mar 4 @ 3:59am 
@DaddyKon mar.sch is correct; 1) the knowledge of revealed and located (=pinged) enemies is shared by the whole faction controlled by AI, just as for the player, so enemies will attack your units having no LoS on them, 2) some abilities (both for player and AI), such as melee and mind control, require direct LoS from actor to target + passing perception check, 3) AI actors do have alerted/not alerted states which dictate what actions are available to them. Please note that not alerted status doesn't last, as AI actors alert each other (and each turn that passes at longer ranges).
Voland  [author] Mar 4 @ 3:52am 
@HeathenSW thank you!! Will pass it on to the team
mar.sch Mar 4 @ 12:06am 
@Daddy Kon that is the point. They need to be alerted. But when they are they may shoot. They may decide to move closer because AI. A Sniper Triton (without Double Perception) will happily target you across the map. A Chiron completely out of sight will launch worms or explosives.
HeathenSW Mar 3 @ 9:01pm 
Just finished playing on Hero difficulty. About 130 missions total it seems, within 16 hours of play, but this time I wasn't bored to drop it, like I did with vanilla.

Amazing work, just amazing, loved the changes to classes (no single class/combination felt broken, no single class felt weak), LOVED the changes to Oneiric Delirium and events that happen from time to time, loved what you did with DLCs (especially Ancients one). Wasn't expecting a couple of things, like when you heavily rely on pandoran meat there's small event that caught me off guard and added to the lore. This mod really feels like what the game should've been from the start.

Some small-ish bugs (like mutogs not counting in ending statistic or not counting as vehicle at all when you have to choose which base will have one) didn't have enough effect on the gameplay to sour anything at all.
Daddy Kon Mar 3 @ 4:56pm 
Squadsight is not in the game for enemies. Notice how the farther enemies walk around aimlessly until they are in range to be alerted. I promise it isn't.
mar.sch Mar 2 @ 11:55pm 
@Daddy Kon Squadsight is already in the game -on both sides. Exception: a soldier trying to mind control must have the target in his/her own perception range. Shooting is no problem.