Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
1,529 Comments
Etermes  [author] 26 Aug @ 1:30pm 
@Grayhorse I think you mean the First Assault Recon Module (FAR-M) required to increase slots in every aircraft except the starting Manticore. This module will increase 4 slots, meaning for Manticore is 2+4 (6 slots) , for NJ Thunderbird 3+4 (7 slots) and Tiamat is a special case because is slow, so by default provides 8 slots + 4 can achive 12 slots.
Grayhorse 26 Aug @ 12:43pm 
Ive been messing with your mod. Great Mod btw. However, Ive noticed that the updated ship items that add more personnel to the ship dont actually work. 1 shows 2 additional and the other 4. That would mean that the New Jericho ship with the one update, should be able to carry 8 personnel, but it can only carry 7.
Nazareth 24 Aug @ 1:29am 
Hello ! French translation ?
maximustrajan23 20 Aug @ 7:47pm 
i bought this game because i heard about this mod on youtube peeps were talkin about it! im excited to see if this makes the game "click" for me! Thank you to the modders for all your hard work regardless, we are lucky to have you, i did enjoy this game when it came out(i bought it on Epic, which doesnt have a workshop for mods, thats why i bought the game again, but it just seemed like something was a bit rushed and bit janky. But anyway im older now, im setting in to the turned based games, because no matter who you are, time will take your motor reflexes and you just get sniped in multiplayer action games lol so lets give this a whirl!
kiloromeo 20 Aug @ 4:05am 
@Voland - again Thank You. Not sure about Limited, but I have no Mutaion Labs. Will try to build one!
Voland  [author] 19 Aug @ 9:08pm 
@kiloromeo the 2nd proficiency only gives you the proficiency, no bonus to damage or accuracy, so e.g. It doesn't make sense for an assault-heavy to get heavy weapons proficiency. Re mutagens, in addition to captured Pandas,
1) You need to be playing with Limited Harvesting on.
2) You need to have mutation lab(s)
kiloromeo 19 Aug @ 10:11am 
@Voland - also, I do not seem to get Mutagens from captures Pandas. Know error or change?
kiloromeo 19 Aug @ 4:27am 
@Voland - Hi, sry if common knowledge. In TFTV if a class gives a weapon is there any benefit to spend skill-points on the same weapon in personal skills? Better accuracy or more damage?
xopxac 14 Aug @ 6:13am 
будем играть:PPSophia:
Voland  [author] 10 Aug @ 5:05am 
@kiloromeo so glad to hear that! And thank you, will share with the team
kiloromeo 9 Aug @ 6:36am 
Had some surprises, but great fun, and did manage! Thank you again for your work!
Voland  [author] 9 Aug @ 3:37am 
@kiloromeo yeah, once the base is under attack you can't recruit units to it, very much intended :)
kiloromeo 9 Aug @ 3:32am 
Ha ha. I went for before 12, but must have misscalculated. But all good. Just a thing to concider. You can not "marketplace but Junker" to base under attack? I could not. Also on purpuse? Fair if it is.
Voland  [author] 8 Aug @ 11:26pm 
@kiloromeo - Security stations are a TFTV addition. Yep, if you start the mission later some of the guards will be mindfragged. They can be liberated pretty easily though. Also, if you start the defense early (if more than 12 hours left) none of them will be MFed.
kiloromeo 8 Aug @ 7:07pm 
Nice touch - build a security station and get more enemies on base defence with mindfraggers ... You or original game?
Voland  [author] 8 Aug @ 4:41pm 
@Gaven yes
Gaven 8 Aug @ 12:17pm 
Doing tutorial mission is ok with the mod?
Voland  [author] 2 Aug @ 11:35pm 
@qobra should replinish after mission. Will check!
Qobra 2 Aug @ 10:44pm 
I have twice made a Mutoid that fires Fireworms, Once in Story Mode and one in Veteran. In both cases they only have 5 fireworms as ammo, which will not refresh after returning from a mission. Is this on purpose ? I mean, build an Mutoid which only can fire 5 fireworms and never get more ammo for it ?
Line Ark 1 Aug @ 1:47am 
Thank you for making and finishing this MOD.
PD: I loved being able to change soldier portraits
Voland  [author] 28 Jul @ 1:41am 
@allfold @Qobra yeah, unfortunately there are some bad tiles in the Palace mission. Not sure if can be fixed from our side. Also some Ancient maps have issues where the Automate can get trapped inside terrain :(
Voland  [author] 28 Jul @ 1:39am 
@uph.rog the approach we have taken is to facilitate equipment sharing, so that for those who want to, at least it isn't a chore. This means that, by default (can be turned off), you can equip before ambushes. You can save and load loadouts for each soldier. Before deploying on a mission, there is an "Equip All" button, that will equip the saved loadouts for each of the selected operatives, taking it from other operatives and if there are missing instantly manufacturable consumables, offering to instantly manufacture them. As to how the game is intended to be played, Phoenix Point does have a roleplaying element to it, so *not* sharing equipment is a possible play style (you can definitely win the game on any difficulty without equipment sharing), but you won't break the economy by equipment sharing either. In conclusion, play the way you want and don't feel like you are doing something wrong either way :)
uph.rog 27 Jul @ 1:30pm 
Hey there - please explain, how does this mod balanced around switching gear from soldiers? what is the intended way to play ?
allfold 22 Jul @ 5:24am 
@Qobra, I recently had something similar at an ancient site. Constructs were walking and shooting through a rock face. It was on a map I had never seen before so wrote it off as an anomaly. It hasn't happened since.
Qobra 22 Jul @ 3:35am 
I'm in the last mission, the big boss fight. One thing is mobs spawn in from ALL sides but what is really annoying is mobs going into walls and shoot out from those walls. You think your safe behind a wall but nah...a Grenade mob shoots grenades out of the wall. NOT fair !
Qobra 18 Jul @ 11:59am 
Nevermind, I see now that you can have 1 Vehicle + Security Station (3 People) and 6 actual people during a base attack when they are all stationed there.
Qobra 17 Jul @ 11:54pm 
Regarding Base Defense: So far i have tried to retake a lost base, I have tried to make it to base before time runs out. I have not tried having actual people on a base that gets attacked. I'm wondering the following, max people for a base defense is 9, does that include a vehicle like armadillo or can i have lets say 1 Security Station (3 people) + 6 actual people + a vehicle ?
ごりらうどん 17 Jul @ 10:43am 
How can i confirm my TFTV settings for current game ? Stronger Pandoran toggle to be specific.
Qobra 17 Jul @ 3:01am 
@Voland You are right, i mixed it up and forgot about Thief Perk. I had to research Mutations for Food Production Facility to show up as a research.
Voland  [author] 16 Jul @ 2:25pm 
@qobra re food production facility, that will be the case if you are playing with "Limited Harvesting" on. It's on by default on Veteran and up, but you can switch it off on new game start. If you switched the Limited Harvesting off, Food Production Facilities will not be available from the start.

Re infiltrator, there is no 25% buff to stealth from the class in Vanilla. It's +25% to stealth while the infiltrator is unrevealed, same as in TFTV. You could get 75% base stealth in Vanilla with the Thief perk (+25% stealth).
Qobra 16 Jul @ 9:29am 
@Voland The mod manual states that Food Production Facility can now be built on game start. I dont have that option. I'm allied with all 3 factions and seen nothing pointing to food pruction. In Vanilla a full set Infiltrator Armor on an Infiltrator will show 75% Stealth. 50 from the armor and 25 from the Class. In TFTV this shows as 65%, 50 from armor and 15 from Tunnel Rat.
Voland  [author] 16 Jul @ 5:29am 
@Qobra. The 25% bonus to stealth is conditioned on the infiltrator not being revealed. This is unchanged from Vanilla.
Qobra 15 Jul @ 11:23am 
Is the initial 25% stealth removed from Infiltrator Class ? When i check my Infiltrators they only show a 15% bonus from Tunnel Rat.
kkxhh 12 Jul @ 10:06pm 
Thanks for your help! Couldn't find the mod folder before. Turns out it's in the steam workshop directory
Voland  [author] 12 Jul @ 6:09pm 
@kkxhh yes, the option is in Mod settings, which can be accessed in the title screen. Also on New Game screen. The instructions on how to add new custom portraits are in text file in the Mod folder, in Assets/Textures/Portraits
kkxhh 12 Jul @ 1:20am 
Is it available to use custom portraits when using TFTV? I saw an option said "custom portraits in tactical" but I can't find it in game
Voland  [author] 5 Jul @ 2:22am 
@McLets in TFTV Advanced Lasers tech requires Laser Weapons + Advanced Tech Weapons; in Vanilla it's only Laser Weapons + Technician
McLets 4 Jul @ 7:29pm 
Last time I played TFTV, the techs for laser PDWs and laser turrets was inaccessible. Is anyone else having this problem, not just with advanced laser weapons but any other weapon? Or has this been patched?
Thanks for doing God's work, team. The vision, the talent, the generosity...incredible.
AndrusAviur 28 Jun @ 8:47am 
Thank you kindly for the response
soppyamoeba8402 28 Jun @ 8:21am 
@AndrusAviur Yes, it's nerfed, u need a module
AndrusAviur 28 Jun @ 8:03am 
If I remember correctly, the Mantacore can fit 6 operatives by default. After downloading this mod it only fits 2. Additionally, no matter how I mess with the settings I can't get it back to the old amount.
I am unsure if this is intentional or a conflict with another mod. Could anyone provide clarification on if this was intended? The lower carry capacity of the mantacore?
rrabbit 27 Jun @ 1:51pm 
Hello, can I ask if this great mod has translation into Czech, please?
Zdravím, existuje prosím nějaký překlad do češtiny pro tenhle mod?
Tankman 21 Jun @ 10:58pm 
@MysteriousFawx love your rimworld mod series
steelplayer36 16 Jun @ 6:56am 
Ah, that is awesome, thanks. Only part about game I didn't like
Voland  [author] 16 Jun @ 3:35am 
@Crimson Phantom some settings can only be changed at the start of a new game, but for the rest, in the main screen, go to Mods--->TFTV--->Settings
Voland  [author] 16 Jun @ 3:34am 
@AvalancheOZ it's going to be a while; I'm really busy IRL right now.
Crimson Phantom 15 Jun @ 5:40pm 
How do I go into config and change settings around after starting a game? I saw at start there were several options it said could be changed in game but i can't find them
AvalancheOZ 13 Jun @ 12:48pm 
Any word on when the overhaul might come out? I've been looking to do a replay, but I'm not sure I want to start just yet if there's big changes coming around the corner.
Ikobot  [author] 11 Jun @ 4:08am 
@steelplayer36 as MysteriousFawx said, you can ignore it. Also, in recent version of mod added special options for turning off Festering Sky DLC stuff.