Phoenix Point

Phoenix Point

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Phoenix Rising Better Enemies
   
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Jul 28, 2022 @ 3:00pm
Sep 24, 2022 @ 4:36pm
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Phoenix Rising Better Enemies

Description
THIS MOD IS NO LONGER COMPATIBLE WITH TFTV (Integrated in TftV). Do not use those mods together!

Various Enemy and AI adjustments aimed at making tactical combat more challenging and tactical, made by Phoenix Rising Mod Team

Features
- Various Improvements of Enemy AI and abilities to make enemies act "smarter"
- Various Adjustments of Enemy perks and stats to make many of them more difficult to fight against
- Adjusted base Perception value of all humans as well as equipment modifying perception, to make detection feel slightly more realistic (no more 60 tiles spotting through tiny hole in the wall)

You can toggle most changes to enemies from CONFIG

AI CHANGES

1. Humans are no longer obsessed with healing Thereselves

2. Tritons with Bloodsucking arms will use their fireamrs more often

3. Enemies with Dash and Melee Weapon will use Dash

5. Skylla will no longer use recover infinitely when recieving a lot of virus

6. Human Enemies can now use Electric Reinforcements and Mind Crush skills

GENERAL CHANGES

1. Pandoran Evolution:..............Add Arthon Gunner, Triton Wretch and Triton Footman to starting enemies. Removed Triton Strangler. (warning, this may lead to slightly faster than usual enemy evolutions)

2. Humans: Default perception 35 -> 30........... adjusted many equipment to grant less perception, Aksu helmet also grants +2WP

3. Arthons and Tritons: ...................... reduced willpower slightly (~5 WP) for many of the higher level enemies

4. Forsaken and Pure:...............Can deploy all levels of troops (no longer connected to faction research), slightly reduced deployment cost of Pure and Forsaken units (Default OFF)

5. Humans................Setting added to only allow min lvl3 faction soldiers, including enemies and recruits (Default OFF)


ARTHONS

1. Arthon Scourge................Bloodlust

2. Arthon Tyrant....................Speed 12 -> 18

3. Arthon Shieldbearer...........Gains Close Quarters Evade (25% Damage Resistance within 10 tiles, prevents limbs from being disabled with regular damage within range of 10 tiles), +4 Speed

5. Arthon GL........................ER 11 -> 15

6. Arthon Acid GL................Acid 10 -> 20, ER 11 -> 15

7. Arthon Evolved Acid GL...........Acid 20 -> 30

8. Arthon Shieldbearer Prime......Replaced Armored Head with Spitter Head

TRITONS

1. Triton Paralysing Arms...........Paralysis value 4 -> 8

2. Triton Evolved Paralysing Arm....Paralysis value 6 -> 16

3. Triton Hitman and Marksamen......Gain Extreme Focus

CHIRONS

1. Chirons.....................................Ammo slightly Increased for all Chirons.

2. Worm Chirons...........................................Increased Shock Value when operative is hit by worm launcher 120 -> 240

2. Acid Abdomen Chirons.................................... Acid Damage Value Increased 10 -> 20

5. Chiron Fuji, Nergal, Phthisis, Phasis (Melee Legs).......Speed Increased 12 -> 20 (this is to prevent weird behaviour)

SIRENS

1. Siren Psychic Scream Ability.....Psychic Scream AP reduced to 1 and can only be used once per turn

2. Siren Acid Spray................Adjusted cost and priority so it is used more often

3. All Sirens......................Tail Armour 20 -> 30 (except Armis), All Siren Perception increased 30 -> 38

4. Siren Banshee....................Replaced Buffing Head (Frenzy) with Screaming Head (Psychic Scream), WP 36 -> 42, Stealth 0% -> 50%, Speed 21 -> 25

5. Siren Armis.....................Gains Ignore Pain. Unlocks instantly if the player has researched Advanced Laser Weapons

6. Siren Injector Arms..............Viral Value Increased 6 -> 10


SCYLLAS

1. Skylla..........................All abdomen armor value increased to 60, Gains Acid Resistance, WP increased by +150, Can now trample over small enemies (worms, spider drones etc) various AI adjustments to match

2. Skylla with Blaster Weapon.......Attack is changed to instant, damage 80 - > 40, Shred 30 -> 3, can only be used once per turn, various tweaks to AI to make this behaviour possible

3. Skylla Smasher...................Gained 8 Paralysis damage

4. Skylla Smaragdus (Crystal Scylla from LOTA).................Gained Mind Control


OTHER

1. Mindfragger...................Gains Acid explosion (acid value = 10) with 1 tile radius

2. Worms.........................Speed increased to 9 (from 6), Gain Shred 3, Food and Mutagen reward when processing captured worms decreased significantly

3. Sentinels and Eggs.............Surveillance radius Increased by 50%

4. Acherons......................... Call Reinforcements WP cost increased 5 -> 10

CREDITS

Designer: Belial
Programmer: Dtony
Special Thanks to: Mad Skunky
Noted Thanks to JarnoMikkola for some code
23 Comments
The Nightmare Squid Nov 26, 2022 @ 4:54am 
Natively, the Technician's "Remove Mindfragger" ability also refunds the mindfragged soldier 2 AP in exchange for the 1 AP and one charge from the Technician's roboarms. It's useful if you need the soldier back on the offensive immediately or they need to get into cover urgently. But yes, the mindfragger probably shouldn't explode if it's mindfragged someone. It's probably a lot harder to do in practice than it sounds on paper. Perhaps disabling the torso removes that ability, I dunno, but usually mindfraggers are flimsy enough that one attack kills them anyway, if you're not using a pistol.
Mackeroni Nov 15, 2022 @ 12:08pm 
Using the Technician's Remove Mindragger ability still blows up the mindfragger. Would love to see it changed so that there's actually a point to use it, since otherwise it acids *both* the technician and the mindfragged target.
Chester Oct 30, 2022 @ 4:17pm 
Having this be configurable would be really nice 'cause I really like some of these ideas but others make me just go "Oof this mod is for much sweatier people than me." That said I have NO idea how hard it is to make a mod configurable and I'd assume that if you could have you would have considering SCMP and most of your other mods
Chester Oct 30, 2022 @ 4:14pm 
I'm with the person who asked for the AI to be buffs and the enemy buffs to be separate. I want to have a little more challenge from the AI actually using it's abilities and skills appropriately but I don't really need to be seeing Arthron Myrmidon Primes in the Symes' Retreat mission on Veteran difficulty
Васенатр Oct 27, 2022 @ 7:15pm 
Hello! Plz, Explain to me:
5. Humans................Setting added to only allow min lvl3 faction soldiers, including enemies and recruits (Default OFF). I didn't understand the whole point.
CodeKiller Sep 8, 2022 @ 1:09am 
Not to mention the save/load glitch that litteraly allow players to skip enemy turn... or have 2 turns in a row (just got it right now).
CodeKiller Sep 8, 2022 @ 12:56am 
I am not against hard game/mod.
Tha mod itself it not so hard.

The difficulty of this game come the game itself as it is poorly designed (randomness of AI is way inconsistent... sometime it can HS you with a pistol from 10+ tiles, sometime it misses you 3 times in a row with a sniper at 20+ tiles...).

Only way to win battles is to save at start, see how is the randomness, restart if not on your side (reload does not change how the randomness will be)... Stupid...

Good example here of stupidity in the game:

- Adjusted base Perception value of all humans as well as equipment modifying perception, to make detection feel slightly more realistic (no more 60 tiles spotting through tiny hole in the wall)
`Midav Sep 7, 2022 @ 3:22pm 
How use this mod with Better classes mod? I can enable only steam mods or "Modnix" mods
Dtony  [author] Aug 28, 2022 @ 10:40am 
Updated
Dtony  [author] Aug 28, 2022 @ 10:39am 
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