Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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Update: 11 Apr, 2024 @ 4:03am

Update #58

-Bugfixes
+In Base Defense, operatives at the entrance spawning inside rock.
+In Base Defense, reinforcements strats repeating themselves before all have played out.
+In Base Defense, for umbra strat, umbra spawning too far from previously existing Mist (from now on, will only spawn inside existing mist).
+In Base Defense, mission going straight to Infestation if attempted immediately and player has Walls of New Jericho.
+Behemoth getting stuck at the targeted haven.
+Marketplace weapons/ammo getting replenished after buying them.
+Killing/Rendering captive Pandoran specimen while vivisection of Pandoran in progress prevents doing the research after obtaining a new copy of specimen.
+Items showing 0 HP (Vanilla).
+Pandorans that will spawn Umbra on death not fleeing the battlefield when they can no longer attack.
+Goo Repeller, Virus, Psychic researches locked even when required Pandoran in captivity.

-Changes
+Mindcontrolling unit now gets half of all the Contribution Points (which determine XP distribution on mission end) gained by the Mindcontrolled unit.
+On death of mindcontrolled unit, mindcontrolling team doesn’t lose WP.

You can buy me a coffee if you feel like it :)
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Update: 2 Apr, 2024 @ 3:44am

Update #57

-Bugfixes
+Occasional and harmless error message on Tactic Starting Volley.
+Scarab, Armadillo and Junker doing excessive turn-damage (e.g. destroying walls in havens by turning around them).
+Surveillance ability of Sentinels, eggs and others displaying wrong activation boundaries on hover over (Vanilla).
+Armadillo Flamethrower/Obliterator softlock on getting destroyed and then evacuating.
+Armadillo Obliterator destruction not destroying the Flamethrower.
+AI tendency to nonsensically move out of cover after shooting (Vanilla).
+Firequenchers appearing too soon.
+ODI event damaging all operatives for 200 HP (should be 50).
+Incorrect handling of research requiring captured Pandoran when Pandoran killed before research was revealed or started.

-Changes
+Spider Drone launcher made a silent weapon.
+Mist Sentinel surveillance ability reduced to 15 tiles (from 100).
+Echo head (Bionic 3 head) now instead of a passive making all attacks silent, gives a special shoot ability limited to 1 use per turn making any direct fire weapon attack silent.
+If at the start of a faction’s turn 5 or later there are no revealed or located enemies, a random enemy will no longer be located.

Explanation re Stealth changes: Vanilla had a bug where any attack made by infiltrator was always silent (yes, the Echo head added nothing in that regard), and, at the same time, to ensure that the player couldn’t remain hidden forever, on turn 5 and subsequent turns, if no enemies were visible or located, a random enemy would be located. You also experienced it as the player, when seeing a red ping at the start of your turn showing the location of an enemy that had done nothing to reveal its position during its turn. You experienced it more dramatically when your concealed infiltrator was suddenly getting shot at.

In update #56, we fixed the Vanilla bug that made all attacks by infiltrators silent, and now we are removing the AI crutch (or cheat) that allowed it to locate hidden operatives.

This means that, from now on, your unrevealed and not located infiltrators should not be getting attacked. However, if all your operatives are hidden, the AI will still tend to go where they are to find them.

Update: 24 Mar, 2024 @ 12:48pm

Update #56

-Bugfixes
+Multiple instances of Adaptive Resistance hint showing if restarting mission several times.
+Base defense: Infestation mission if player loses vs faction assault on base (the base should be just wrecked).
+With Adaptive Resistance VO in effect, Marketplace renews stock every time a mission is completed/game is loaded (now to get new prices need to wait until stock rotates after VO appears/disappears).
+Not showing as objectives the VOs that impact tactical in tactical.
+Champion tier enemies recovering allies Will even if dead or evacuated.
+If playing Etermes Geoscape but switching special resistance/vulnerability off, special resistance/vulnerability reverting to On after a mission/geoscape load.
+Vehicles not getting the Slowed Status from Goo attack/starting turn in Goo.
+Infiltrators are always treated as if using a silent weapon (Vanilla).

-Changes
+Impossible weapons no longer require faction research for manufacture.
+Reduced Cyclops DR on Etermes (now has the same Resistance as on other difficulties and no Etermes special DR).
+Empty Aircraft can now be scrapped in the personnel screen. Copied and adapted from Mad’s Assorted Adjustments (all hail Mad!).

Update: 17 Mar, 2024 @ 10:10am

Update #55

-Bugfixes
+Geo Events killing soldiers by reducing their health to 0 (Vanilla).
+For researches requiring capturing Pandorans with some specific feature (e.g. viral attack), not deeming requirement fulfilled if an actor with the same feature wasn’t killed first (Vanilla).
+Sentinel + eggs occasionally spawning on Player’s side in base defense.
+In base defense, when the mission happens between 12 and 13 hours left, appearing as phase I (easy), but deploying as phase II (destroy Sentinel).
+In base defense, if deploying at entrance with 6 soldiers, only 5 deploying.
+In base defense, if deploying at entrance with 9 soldiers, some of them deploying inside rock.
+Human Enemies tactics requiring a living leader still working after the leader evaced.
+Disabling Spike Shooter arm (Venom Torso) disallowing use of all other equipment (Vanilla).
+On new game start tooltip incorrectly stating that No Second Chances is on by default on Legend.


-Changes
+Reduced speed of human enemies.
+Removed handguns from templates with Forsaken Berserkers with Venom Torso.
+Added option (available on game start or in Mod settings) to make Ambushes easier by revealing exfiltration location after first turn.
+Added option to play with Etermes special vulnerability (your operatives suffer 25% more damage)/resistance (enemies suffer 25% less damage) on any difficulty.
+Clarified Osiris options.
+Special revenant resistance (to first shot/hit during the turn) reduced to 50% from 75%.

Update: 5 Mar, 2024 @ 2:37pm

Update #54

-Bugfixes

+Base facilities appearing powered but actually not working (since last update).
+Capture Acheron objective not giving any XP (Vanilla).
+Scylla Capture research module available for research with Limited Capture turned off.
+Project Osiris bad key when missing some of both Mutation and Bionics Research.
+Venom Torso spike usable when arm disabled (Vanilla).
+AI using AoE attacks knowing the location of all enemies (Vanilla).
+Evaced enemies revealing location of player units (Vanilla).
+Multiple hints of Revenant Resistances if loading Geoscape save and starting the same tactical mission several times.

-Base defense bugfixes:
+Spawnery and Sentinels spawning on Player’s team.
+Security Guards spawning incorrectly.
+Eggs spawning on Player’s team.
+Error on Triton Infiltration strat.
+Error if base defense containment has multiple copies of the same specimen.

-Changes
+Access Lift can’t be demolished again (sorry for the back and forth on this, didn’t realize how important Access Lifts are now for base defense).
+Base defense hints now tell until when reinforcements will be appearing.

Update: 25 Feb, 2024 @ 6:43am

Update #53

This ended up a huge update, the main highlight of which is the new-new base defense, hopefully addressing some of the complaints we were seeing. Now, given the scope of the changes we expect that you will encounter bugs and issues. So please report those in bug-reporting and let us know how you feel about the new missions in feedback.

-Bugfixes
+Error message when facing human enemies with the tactic Starting Volley.
+Missing Triangulation event from Olena (re Pure).
+In the Hatching, starting story panels appear in the wrong order.
+Missing first time Revenant sighted hint.
+If in the mission deployment screen the first or only character is a vehicle, mission time not showing.
+Some wrong/incomplete descriptions re Mutations.
+Evolution speed too high on Etermes.
+Typo “Heaven” instead of Haven (Vanilla).
+Armadillo's default speed was 24 (should be 22).
+Armadillo Obliterator secondary attack not removed when weapon destroyed.

-Changes
+Terror Sentinels removed from Citadel.
+Access Lifts now (again) demolishable.
+No Second Chances now only on by default on Etermes, and altered functionality to be “cleaner”; you will now get the fail event, just won’t be able to attempt the mission again.
+New background pics for Alistair/Helena/Olena.
+Promo Golden Heavy should be able to use jetpack jump again (actually, since last update, but forgot to add it to the changelog).
+Added tutorial panels when Marketplace is first discovered (need to have Context Hints turned on in Options→Gameplay)
+Resources and items obtained in Ambushes now appear in the debriefing screen.
+Adjusted Error Message to direct players to our Discord #bug-reporting channel.
+Can now adjust how the team will split on the Behemoth mission; assign each of your operatives to team A or Team B in the deploy screen.
+Phoenix Point: Gold Shift expansion pack! You can now build Security Station facilities, each of which adds 3 security guards during attacks on the Phoenix Base (and which do not count towards deployment limit)
+Can’t deploy a squad to the Behemoth while it is submerged.
+Added tutorial panel when Masked Manticore is first manufactured to show where the deploy to Behemoth button is.
+Phoenix bases can now come with security stations (or occasionally with Food Production facilities if playing with Limited Capture on).
+Gunner’s cockpit should now appear before Spiked Armor in the Marketplace.
+Vivisection requires keeping Pandoran alive during the research; if you kill the captive, the research will be canceled.
+Deployment cost of ax wielding Scavengers increased (now same as assaults).
+New base layouts (Hangar placed away from the Entrance); requires starting a new game to get them.

Changes to vehicles:
+Removes -4 speed penalty from Deathproof and reduces KNR distance from 14 to 12
+Increases ammo for Screamer and Goo cannon from 6 to 8
+Adjusts pricing for Slaughterhouse and Gunner Cockpit
+Removes Armour Penalty from Lightweight Alloy
+Adjusts Mephistopheles and Obliterator balance. Adds explosive effects to Obl.
+Increases Armadillo passenger capacity from 3->4
+Reworks Scarab weapons; they all fire 2x burst by default with adjusted payloads
+Reworks Stability Stance to only provide +1 to burst count rather than x2 projectiles
+Increases NJ Flamethrower cone radius from 1.5 to 2.5

Changes to base defense:
+New containment breach mechanics; if the base has containment facilities and you have captive Pandorans, you can choose to purge Containment when the attack starts (killing the Pandorans, or rendering them for food if you have the tech). If you don't purge, every hour that passes during the attack there is an increased chance that they will break containment.
+You can now choose where to deploy each operative/unit during base defense (entrance, hangar, or access lift).
+Triton infiltration, Umbra and Secondary Strike Force reinforcements have been adjusted;
Tritons will always spawn at the access lift
Umbra can only spawn in or very near existing Mist tiles
You will be warned where the secondary strike force will strike in advance
+In later defense missions (timer at 12 hours or less) Pandorans will not receive additional regular reinforcements.

Update: 28 Jan, 2024 @ 3:57am

Update #52

Onwards with bugfixes, including a very curious one where disabling/unsubbing TFTV after starting a campaign on Legend or Etermes lead to inability to start a Vanilla campaign unless you removed the Options.jopt file in the savegames directory, which saved a reference to the last difficulty used by the player, which of course doesn’t exist in Vanilla. Thankfully Madskunky came up with a brilliant solution for that one so now you no longer have to worry about it, and can go back and forth between Vanilla and TFTV at your leisure.

In other news, for the past week I have been playing TFTV with reshade (reshade.me) and I have been very impressed with the results. Check it out and share on our Discord what pleasing settings you have come up with!

-Bugfixes
+Annoying (but harmless) error message in tactical (some remained after the hotfix).
+Excessive thinking time for Berserkers, particularly spike shooters (they still take a little more time to make up their minds, but much less than before).
+Error on completing mission vs the Pure.
+New attempt to fix the pink portraits, this time with help from Codemite so it should actually work :)
+Scylla trying to shoot through impenetrable Citadel walls and otherwise disgracing itself in similar shenanigans.
+Incorrect tooltips in the Junker.
+Vehicles activating stomp ability of friendlies/removing mindfraggers by touching them, and doing too much damage to scenery when moving.
+Vehicle weapons appeared in crates.
+Vehicles receiving damage when vehicle weapon damaged (Vanilla).
+Close quarters not working correctly on Agile Mutogs legs.
+Incorrect tooltip Smasher Tail.
+Uninstalling the mod after starting a campaign in TFTV on Legend or higher, not deleting Options.jopt and trying to start a new game on Vanilla bugging the new game screen out.

-Changes
+Replaced a certain method that used trig for calculations with one that doesn’t (so just a little less time that AI has to “think”; a little less than half a second per decision when considering shooting).
+Junker Deathproof KNR icon replaced with Assault's equivalent.

Update: 24 Jan, 2024 @ 7:09am

Hotfix 1 for Update 51

-Bugfixes
+Annoying (but harmless) error message in tactical.
+Ammo disappearing when using the side button to replenish ammo in a gun for which the character class is not proficient when filter ALL is not switched on. (Vanilla)

-Changes
+New background pic for Olena

Update: 23 Jan, 2024 @ 3:53pm

Update #51

This update mainly continues the efforts to address progression issues with humanoid enemies. The biggest change affects the Pure, who will now appear much later and use Exo and Jugg series in their templates from the start. Similarly, the Forsaken (still appearing mid January) will have access to other (less armored mutations) from the beginning. The Scavenger snipers will also appear later (except in the missions where they are hardcoded, including the Synedrion intro mission on Legend).

Finally, some human tactics have been adjusted; some to be a little less powerful (self-repair), some to be a little more useful (Active Camo, Retribution) and some to actually work (Starting Volley).

-Bugfixes
+Raiders trying to jetpack and auto-fumbling.
+Raiders dropping Sectarian armor.
+Base defense with Walls of Jericho starting at midnight advancing immediately to infestation.
+Big and medium monsters showing Caterpillar tracks ability.
+Scylla with disabled head not using cannons.
+Another attempt at fixing pink portraits.
+Willpower gained from removable armors counted towards Delirium.
+AI Berserkers not using dash correctly.
+Siren Armis appearing too soon and Crystal Mortar Chiron not appearing.


-Changes
+New Icons for Raider gear.
+New Alistair, Olena and Helena pics.
+Changes to stats of Humanoid enemies: 1) bonus and malus from armor applied, 2) different stats depending on class, 3) stats should be lower at the start of the game and increase as the game progresses.
+Active Camo Tactic changed to Allies within 16 tiles invisible; effect disappears immediately on leader's death.
+Self-Repair Tactic now applies only to Metalhearts.
+Retribution Tactic now applies also when damaging lieutenants.
+Starting Volley now gives a free shot (and actually works).
+Pure start ambushes/attacks on havens later (after January 20), Guided by Whispers triggering later, Bionics3 research becoming available later, and Bionic Fortress now discovered after facing the Pure in a number of missions.
+Scavenger snipers appear later.
+Enemies should switch to best weapon after each action if they have Return Fire/Extreme Focus.

Update: 14 Jan, 2024 @ 5:12am

Hotfix 1 for Update #50

-Bugfixes
+Unable to load missions with Scavengers.
+Wrong texts describing raider armors.
+Another attempt at fixing pink backgrounds on premium devices.