Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: 10 Dec, 2024 @ 6:21am

1.1.1.6 Patch 12

This is a big one, people! We have been hard at work over the past couple of months improving the UI. It's been awesome to have d4reptile design all this stuff and we have more coming in future releases.

I did test this build myself, but it's very likely that some bugs and issues will have slipped past, especially for players with UW monitors or using more exotic resolutions than 19:10

-Bugfixes
+Umbra spawning when the host killed by fire (Vanilla) (from now on, as long as the host has the fire status, Umbra should not proc).
+Rare crash with weird air combat interception screen (Vanilla).
+Number of crates in Ambushes not increasing with More Ambushes VO when opponent not Pandorans.
+Messy UI if after opening Deployment screen for a Base Defense/Behemoth attack, closing it and opening Deployment screen for another mission.
+Various typos.
+Correction for RU localization from Arctur.
+Phoenix turrets on auto control shooting at fully paralyzed enemies.
+With barks turned off, Mutoids still barking.
+Error on base defense if player has containment facility at the base and more containment facilities elsewhere and very few aliens in containment.
+Timer on Geosite remaining after mission failed (with No Second Chances option turned on).
+Error message on Project Osiris with dual classed operatives.
+Slugs from Project Osiris resurrecting with lower STR if they used the Parasymbiotic Interface during the mission.
+Nasty error if using Equip All with insufficient storage to rotate equipment.
+Melee enemies unable to attack Scarab with the Lazarus module.
+Chirons using Stomp not taking into account damage to friendlies (Vanilla).
+Chirons using Stomp on units MCed by enemy (even when no other enemies are affected) (Vanilla)
+Helmet and loadout buttons appearing in Memorial and Recruit sections.
+Using Equip All button could reload Kaos guns or not researched weapons.
+Error Messages(s) and wrong description for Resistance when loading a tactical save with the Adaptive Resistance and reduced Bazaar prices VO.
+Postponing Anu Alliance mission after refusing Synod giving penalty as if accepting mission and preventing from triggering Alliance event again.

-Changes
+During base defense, all buildings except the scanner, security station and containment are now turned off once there are less than 12 hours to complete the attack.
+During base defense, using a console for the first time doesn’t damage the generators and doesn’t cause explosions.
+When a Pandoran gets the Touched by the Void Call Reinforcements effect, it is revealed to all.
+Enemies wielding 1AP weapons that can be shot more than once per turn, will shoot 2, 3 or 4 times at once at the same target, instead of making separate shots each time (if they have the AP).

-Changes to UI

Geoscape:
+Can no longer open the augment/mutate screen for Mercenaries.
+New UI to warn players when buildings are powered down.
+Warning when an enemy faction aircraft is on a PX base (so you have a chance to shoot it down and prevent the attack).
+Removed Delirium Status widget, because useless (please let us know if you disagree).
+Cleared up the Resource Bar in the Geoscape (all texts now in white, resources that can’t be generated don’t show 0 income).

Tactical:
+When selecting an Infiltrator, circles indicating enemy perception are now always visible (only for revealed enemies).
+New UI for capture slots.
+New UI for human(oid) enemies.
+New UI for Delirium effects in Tactical.
+New UI for objectives.
+New UI for base defense in Tactical.
+New UI to show enemies with Touched by the Void effects.
+Many icons in Tactical now have black outlines.
+Removed automatic evac prompt for single unit, replaced with prompt to evac all squad when all units are in evac zone (adapted from Mad’s Assorted Adjustments, all hail Mad!), and added a button to Evac all if the prompt is responded to in the negative.
Other:
+New backgrounds for deployment and other screens.
+Adjusted Red and Void color.

Update: 29 Sep, 2024 @ 8:36am

Hotfix 1 Patch 11

-Bugfixes
+In localizations, misplaced tooltip re Promo skins in New Game screen.
+Missing key/text in ambush mission deployment.
+Issues with RU localization re events.
+Security stations under construction providing security guards.
+Some texts missing localization keys.

Update: 26 Sep, 2024 @ 6:41am

1.1.1.4 Patch 11

Some news! First of all, please welcome our new team member, d4reptile, who is a pro UI/UX designer and might be helping us with something in that realm (wink-wink, nudge-nudge).

Second, we have added the RU localization provided by Arctur (all hail Arctur!)

Third, we have made a significant change to Ambushes; from now on you can equip the soldiers like before any other mission. If you don’t like this, you can turn it off in the Mod Settings at any time, or in the New Game screen.

Looking forward to your feedback on this and the other changes, particularly the new functionality with loadouts (see changelog below).

-Bugfixes
+Facilities staying offline after successful base defense.
+Portraits data not getting cleared when loading saves/starting new games, leading to wrong portraits appearing (e.g. for cars).
+Scrapping an aircraft with a Passenger Module yielding no resources.
+Halved damage to body parts when the target has special revenant resistance.
+Hand/crab grenades occasionally without spread with option turned on.
+(Rare) Error Message on loading an autosave made after a diplomacy change that triggers a faction diplo mission.

-Changes
+Added warning when Starvation happens and STARVING perk, describing the effects.
+Added Russian localization provided by Arctur.
+New functionality for saved loadouts:
When loading a loadout, you now get a pop up saying what items are missing, and if they are instantly manufacturable you can pay to have them manufactured and equipped.
There is a new EQUIP ALL button in the mission deployment screen whereby you can attempt to load the loadout for each of the operatives chosen for the mission, taking it from other operatives (on the mission site or elsewhere). As with 1) above, you will get a pop up saying what items an operative is missing and get the option to instantly manufacture and equip instantly manufacturable items.
+You can now equip before an Ambush. This option is turned ON by default, but you can switch it off anytime in Mod Settings or on New Game start.

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: 25 Aug, 2024 @ 6:29am

1.1.1.3 Patch 10

-Bugfixes
+Harmless error message in customization screen if playing with Custom portraits off.
+Unable to target with Paralyze weapons an actor that is already Paralyzed.
+In the final mission Mind Control is not removed from friendly units when Mind Controlling units pass to player’s control.

-Changes
+Mission outcome in Lairs and Citadels will show gathered resources, like with scavenging/ambushes.
+Weapons with parabolic trajectory will now show possible scatter range when aiming. The code was taken and adjusted from cfehunter’s ScatterMarkers mod, which I found on this reddit [MOD] Rocket/Grenade scatter area markers : r/PhoenixPoint (reddit.com). All hail cfehunter!

-Other:
+More custom portraits, adjustments to how they are assigned.
+Added option on New Game start/Mod Settings to add scatter to hand thrown grenades (off by default).

Update: 17 Aug, 2024 @ 6:05am

1.1.1.2 Patch 9

This patch took a bit longer to deploy because my MoBo and CPU suddenly died, and I was sad, and I had to get new ones, etc.

-Bugfixes
+With Limited Capture on, if playing a mission vs Pandorans right after a base defense with Pandorans where a containment facility was present, unexpected behavior re capturing.
+Stretched out pic in manufacturing for night vision attachment.
+Not being able to tell Slugs or Ghosts where to spawn when recruiting at Marketplace.
+When clicking Load loadout, some equipped items in the loadout get unequipped, and, very occasionally, disappear permanently.
+Some units not deploying in Base Defense.
+Die Hard effect staying more than 1 turn (should only be in effect for the turn it is triggered on, so always removed at the start of the player's next turn).
+Wrong armor value for some Merc arm and leg armor.
+Wrong armor value for some Scavenger arms (were supposed to be 0, but were 20).

-Changes
+Lowered deployment points for enemies in Saving Helena on Veteran and lower.

-Other: Portraits
+More portraits for operatives, and now with transparent backgrounds, keeping original background cloud shader (which doesn’t work with some Macs).
+Add Helena portrait for Saving Helena mission.
+Portrait allocation is saved rather than assigned on each Geoscape load/end, so Portraits are shown when loading a tactical save directly and a dead character’s portrait can't be reassigned.

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: 19 Jul, 2024 @ 5:04am

1.1.1.1 Patch 8

-Bugfixes
+Weird random softlock on loading geoscape after mission completion.
+Wrong localization keys for faction names for Human Enemies (relevant for translations of TFTV).
+Rare and harmless error on loading the game, related to clearing internal data.
+Actors with Shooter Mutation Torso getting 50% DR vs everything.
+A Method to the Carnage event triggering before the player learns about Y.

-Changes
+Added additional custom portraits
+Additional warning to discourage the unprepared from playing ETERMES (a vain effort if there ever was one, we are aware).
+Added tooltip describing what playing with promo skins means.
+Clarified description for “Give up” when convincing VIPs.

Update: 11 Jul, 2024 @ 7:43am

Hotfix 2 Patch 7

-Bugfixes
+UI breaking on completing air combat tutorial.

Update: 10 Jul, 2024 @ 2:16pm

Hotfix 1 Patch 7

-Bugfixes
+Error message instead of announcement of Secondary Strike Force in base defense.

Update: 9 Jul, 2024 @ 10:40am

1.1.0.8

-Bugfixes
+Additional Mech Arms created every time unequip all/loadout buttons used on a character with Mech Arms.
+Harmless but annoying error message (related to changes to Revenant special resistance, even when no revenants present in mission).
+AR Targeting not working with Lucus Officer Mod enabled.
+After the Hatching aircraft list messed up.
+Walking over goo draining all AP (should drain 1AP per tile).
+Too few human enemies on higher difficulties for some missions.
+Pandoran Colony warning/visuals showing for Pandoran Palace (Vanilla).
+Return Fire tactic working after leader dead.
+Hyperalgesia subtracting WP even when the character suffers no damage.
+Armadillo in GTA not trampling worms and little critters.
+Softlock in Behemoth mission if poison is applied on Gills.
+Can retrieve turrets that are one floor above the character (Vanilla).
+In Base Defense paralyzing a … certain monster… not counting as killing it.
+Harmless error in Palace on turn start after gates closed again.
+Project Osiris not working correctly with Mercenaries (not copying their level and statistics).
+Project Osiris not working correctly with Slugs (kept their slug abilities, leading to softlock when using them).
+Project Osiris not copying the stats correctly.
+Project Osiris giving abilities that have not been previously acquired.
+Incorrect info in Starting Volley tactic description (said cost 1AP less; it’s 2).
+Friendlies trying to heal Mutoids with medkits when they don’t have any status that the medkit can remove.
+Error message when you get two or more attacks on two or more different bases with different layouts and you roll Secondary Strike Force strat on both or more of them.
+Extra 10 bleed on disabled arms of Phoenix Security Guards and of some Scavengers.
+Scavengers getting undue Ignore Pain effects.

-Changes
+Added option to skip air combat tutorial after the Hatching (can be changed in Mod settings or at new game start).
+After Hatching all aircraft remain over the destroyed haven instead of being teleported to nearest Phoenix base.

-New features
+Custom portraits! The mod now features about 60 custom portraits that replace the in-mission renders. You can add/replace your own portraits, check the readme in the Assets/Textures/Portraits folder of the mod. (If you don’t like them, you can switch this off in Mod settings).

If you feel like it, you can buy me a coffee at https://www.buymeacoffee.com/voland

Update: 14 Jun, 2024 @ 11:10am

Hotfix 1 Patch 6

-Bugfixes
+Unable to hit some enemies in melee.