Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: 14 Jun, 2024 @ 7:29am

1.1.0.6

-Bugfixes
+Mission briefing opening when buying ability/multiclassing in deploy screen (Vanilla).
+Haven Defense: Gold Shift always spawning under player control, not only Phase I (in Phase II and Phase III for each security station only one security guard should spawn on player side, the others should be MCed, and they should spawn in random locations).
+Scroller getting stuck in the personnel screen over empty scrapable vehicles (changed the UI).
+Mind Control Immunity not restored when head granting it is reenabled after being disabled (Vanilla).
+Melee targeting of enemies at substantially higher elevations allowed (like when a Siren slashes one of your operatives on the roof while standing on the ground floor) (Vanilla).
+Disabling Hoplite/Cyclops legs had no impact on Speed stat.
+Palace mission loading a game saved while the gates were being interacted with prevented them from opening.
+Palace mission reinforcements didn’t scale with difficulty chosen for Tactical (always considered Geoscape difficulty for scaling purposes).
+No Beriths appearing once Abaddons appear (in fact, the chance of Abaddon spawning should scale with difficulty).
+In the Base Defense mission not finishing when the last Pandoran that has to be killed is Mind Controlled by the Player.
+Revenant Special Resistance (50% DR on first damage instance) not showing correct damage prediction for burst weapons).
+Aspida demolition box not big enough (wasn’t squashing things that need be squashed).
+Missing localization keys.
+Typos.

-Changes
+Palace mission, if gates close and there are less than 3 humans on the South Side, they … ah… go away from play and you get a hint as to why (this prevents very long AI turns if they kill them and still have things to do).
+Additional copies of Living Weapons items can be gained after clearing 3 infested havens.
+Reworked how Revenant Special Resistance (50% DR on first damage instance) works internally; will now also show an icon when active (i.e. unit hasn’t been attacked this turn) and resistance will reapply only on player turn.

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

Update: 28 May, 2024 @ 3:39pm

1.1.0.5

-Bugfixes
+Using load loadout button unfiltered items.
+Lag on Geoscape.
+Behemoth getting stuck.
+VIP rescue missions softlocking if evacing without completing objective.
+Empty weapons stacked in base inventory showing confusing numbers.
+TFTV sometimes breaking other mods that use Harmony Patching.
+Decoy Ares not being passthrough for projectiles.
+Pure and other full bionics not being immune to Delirium.
+The Vidar Assault Grenade Launcher could be used with Aimed Burst as it has been categorised as an assault rifle. (The fix removes this category so it is no longer part of the (random) assault rifle proficiency, but it remains to be a proficient weapon for the Assault class.)

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

Update: 21 May, 2024 @ 6:33am

1.1.0.4

-Bugfixes
+Error on Project [Redacted] delivery.
+Tooltip showing stats with bad rounding.
+Acheron legs provided arms for shooting purposes (so Acherons could shoot with one arm disabled).
+Hardcoded infested haven sometimes not appearing.

-Changes
+Added investigate infested haven objective and some aids to find it easier.

Update: 18 May, 2024 @ 3:24am

1.1.0.3

-Bugfixes
+Softlock on aborting via ESC key mutliclassing of Slug.
+In a base defense with Containment still under construction, Pandorans breaking out of containment.
+In a base defense with Containment, when player has multiple containments, event offering to Purge not appearing.
+In Base Defense, issues with security guards not spawning, or too many of them spawning, and escaped Pandorans spawning on top of each other.
+Objective Survive 5 turns appearing during Phase III Base Defense.
+Containment breach rolled more than once per hour, which could lead to weird outcomes.
+Softlock if during OW player hits a destroyed vehicle hulk.
+When NJ destroys a Pandoran Colony, Geoscape log does not show its type.
+Some VO, once removed, continue their effects until reload/return to Geoscape.
+Error on using unequip/use loadout buttons when the items total number is less than remaining storage capacity but their combined weight exceeds it.
+Occasional error message on clicking info of a humanoid enemy after loading a tactical save.
+Behemoth mission occasionally wrong player deployment.
+Typos.

-Changes
+Venom Torso no longer considered a handgun for purposes of Gun Kata and Gunslinger (the latter was bugged) (also we suddenly realized that shooting spikes from your hand is not the same as a handgun) (even though it’s actually literally like a gun in your hand) (but still, different things).
+Tooltip over characters in tactical now shows more info and also appears when hovering over “info” of a selected character.
+Clarified in ability descriptions Troublemaker and Return Fire.
+Reduced number of missions required to unlock Bionic Fortress.
+Can choose where to deploy new recruits from Marketplace / subjects obtained in Project [REDACTED].

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

Update: 10 May, 2024 @ 4:24am

1.1.0.2

A quick patch to fix one big issue and a few smaller ones.

-Bugfixes
+Killing or capturing [redacted] not unlocking Project [redacted].
+Very rare bug where the starting base would spawn without a vehicle bay.
+Enemies arriving as reinforcements dropping items on death even with the setting to prevent that was turned on.
+Slug being able to Multiclass into Technician (and not able to multiclass into another class).
+Mess with equipment filters on account of the Slug.
+Typos.

-Changes

+Replaced background picture and some texts for Cyclops mission briefing.

Update: 7 May, 2024 @ 6:37am

1.1.0.1

The first patch post 1.0 release! Turns out there were a few bugs left after the Beta. Thanks to everyone for reporting them. This release is fully compatible with old saves.

Installation:

1) Steam: should update automatically. Check the bottom right corner in the title screen for the version number. If it doesn't show “TFTV 1.0, patch 1 20240507 release #1”, restart Steam. If it still doesn't update, unsubscribe and subscribe to TFTV (no worries, won't do anything to your saves).

2) non-Steam: download the latest release from GitHub and overwrite the previous version.

Changelog:

-Bugfixes
+Experimental drugs tactics applied to the Leader instead of lowest tier characters.
+Error when trying Secondary Strike Force deployments in base defense for a small base with a certain layout.
+Certain settings in other mods Mod Settings made invisible (not on purpose, I swear! :) )
+A few typos fixed.
+Occasional harmless but annoying error message when facing humanoid enemies with the Starting Volley tactic.
+Very rare harmless but annoying error message when some object gets destroyed..
+Alistair and Olena lore not getting added if starting the game with Tutorial.
+Warning about switching off option that disables Tactical Saves appearing irregularly (now will only appear one time per game launch if setting is set to off at any point).
+Jetpack Control jump not followed by camera.
+Security guards on Base Defense not spawning correctly (You should get 3 guards per security station; if you are early to the base defense mission, all spawning in the security station under your control. If you start later, 1 under your control, 2 mindfragged, all in random places).
+Game starting without warning about missing DLC.
+Disable Autostandby mod option was on by default (you can change it anytime in the Mod settings tab in the title screen).
+For the Protect the Cyclops mission, starting the mission, then quitting before completing and then loading the autosave creating all sorts of nasty problems.

-Changes
+Hacking console/Convincing VIP action now ends turn, as some players were confused and canceled the action on the same turn it was initiated.

-Known issues pending resolution:
+Sometimes unable to deploy to clear an infested Phoenix base.Normally you can fix it by saving your game and then loading it. If you run into this issue and have a save game somewhere shortly before the attack, please post it in #bug-reporting on our Discord.
+Protect the Cyclops Mission briefing now showing Vanilla pic and text for Ancient site defense.

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

Update: 26 Apr, 2024 @ 5:59am

Terror from the Void 1.0!

Maintains save compatibility with open beta.

Update: 24 Apr, 2024 @ 4:15pm

Update #60

-Bugfixes
+When VO halving all diplo penalties and rewards in effect, reward from sabotage missions not getting halved.
+Guardian torso armor incompatible with vests.
+Softlock if an attack attempts to apply a status on an already destroyed bodypart.
+Harmless (but annoying) error message when operative with Echo head using consumables.
+Hoplites not self-repairing if they don’t have any arms.
+Running out of time on Base Defense triggering an error message.
+Unable to save game after defeating Behemoth in some rare cases.
+Attacking when Scarab equipping Stability Module using regular attack if using hotkey or dropdown menu option.
+Scarab Taurus gun sometimes failing to do damage.

-Changes
+More medkits for support characters in the final mission.

Update: 19 Apr, 2024 @ 2:56am

Update #59

-Bugfixes
+Base defense mission autofail when attacker one of the factions: the way it should work is that when you are attacked by a faction, an enemy craft will first go to your base and hang around it for a while (giving you a chance to shoot it down). Once the attack starts, however, you will only have a chance to defend the base if you have some operatives at the base and you will not have time to equip. The mission itself is like base defense in Vanilla. (Eh, minus the bug where you always autofail it).
+Occasional inconsistency in the Olena base attack event text.
+Goo having no actual impact on movement cost (please note that it shouldn't increase cost if the character has the slowed status or has immunity to goo).
+Saving a game after killing all the hoplites on a mission and then loading it gave Cyclops 100% DR.
+Wrong information on tooltip re character movement (Vanilla).

Update: 12 Apr, 2024 @ 4:29pm

Hotfix to Update #58

-Bugfixes
+Infinite AI turn when an enemy has all weapons disabled, caused by “Items showing 0 HP (Vanilla).” bugfix, so reverting it for now.