Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
mar.sch 14 Nov, 2023 @ 10:34am
Feedback on the latest run (Update 37 - 41) including the final mission
New run. Update 37, Synedrion unbuffed squad, Legend difficulty, Australia start.
House rules: no vehicle modules, no vehicle leave/enter cheese, no teleporting of weapons or armors to soldiers not at a base, max. 1 Training Facility per base.

I have a save on 07.03.2047 with the research project “Virophage Injector“ (22h) and the additional objectives “The Schism“, “City Upon A Hill“ and “Moonshot“ (Terraformers).

# Bugs
- Unequip all items does not work on augmented body parts.
- The Ancient Ruin where I defended the Cyclops isn’t listed as my base anymore (there is now a Pandoran marker). I only got a couple of SPs for the pool. I don’t quite remember if there should have been a reward.

# CTD
At that date I tried this one infested haven mission for the 5th time (3x on Update 39, 1x on 40, 1x on 41). After a couple of turns a CTD happened on all tries. On u39 there was the More Mist VO active but not on the other tries. I think it was all on different actions. All have in common:
>>
Crashed Thread: 31 UnityGfxDeviceWorker

Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000018
Exception Codes: 0x0000000000000001, 0x0000000000000018
Exception Note: EXC_CORPSE_NOTIFY

VM Region Info: 0x18 is not in any region. Bytes before following region: 140722844975080
REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL
UNUSED SPACE AT START
--->
mapped file 7ffc972fc000-7ffc97938000 [ 6384K] r-x/r-x SM=COW ...t_id=7d6b41ff

Application Specific Information:
abort() called
<<
I don’t know who might be to blame: Apple’s Rosetta (translating Intel code to ARM), Steam, the game itself, Unity, …?
Well, it doesn’t matter for this run. I don’t really need the MG as reward for the 3rd infested haven mission.
I decided to the go for the endings instead. ATM I have done the PX ending (more below).

# Feedback
- IIRC I restarted only 2 missions (because BS enemy team composition and placement aka mass *anything* is potentially problematic).
- Food Production isn’t needed. This time I built none.
- Double Containment and double Mutation Lab is strong: it gave me enough Mutagens for 10 maxed out Mutoids, a Masked Manticore, several Experimental Treatments and I still have enough for 2 Mutogs.
- Having all exploration done before base defenses are a thing is strong. It allows to have airplanes, vehicles and soldiers just sitting at the bases to do a base defense immediately. In my case: I have 7 Manticores, 3 Helioses (all built) and a Masked Manticore, 6 Kaos Buggies and a Scarab, 18 soldiers and 10 Mutoids. My bases in order of activation: Australia, Vietnam, Siberia, Greenland, South America, Bonus Base (in Antarctica) and West Africa (to test a thing*). The 1st mist zone is in Australia, the 2nd in Scandinavia. I placed one Kaos Buggy + 5 Mutoids in Greenland, another Kaos Buggy + 5 Mutoids in Vietnam. Siberia was my training base. All 5 base defenses were in Greenland, Siberia, Vietnam and Australia. The Australia one was easily handled by my A- and B-team in Helioses with Quick Response Modules flying in 11 hours from Siberia to Australia.
- Quick Response Modules might be too strong: Helios + QRM = speed 900. The +250 from QRM is more than the +162 from Moon Mission Preparation.
- (*) In an earlier run I activated a base with 70% infestation chance. It got infested. After clearing the base I was in possession of 2 Security Stations (IIRC the description said something about warning of attacks and helping to defend the base). I have never seen such a facility before. Is there an actual benefit of having them, having more than one? So in this run I waited till the West Africa base was in the mist before activating it in hope to get Security Stations again. Nope. At least the base made sense as Interceptor base during the Behemoth’s 2nd appearance.

# PX ending on 08.03.2047
The Palace is inside a mist repeller area. All soldiers had 0 Delirium.
9 soldiers are deployable (A-team, 3 of the B-team and 1 of the C-team)
-
Sophia Brown: Assault/Priest, 80 missions, 160 kills. Noteworthy: Armored Head instead of Priest head mutation.
Jacob Eber: Sniper/Technician, 79 missions, 102 kills. Noteworthy: Tech Arms.
Syn Infiltrator: Infiltrator/Berserker, 82 missions, 111 kills. Noteworthy: was very strong during the run as pure Infiltrator with HW Proficiency. No HW during this mission, though.
Syn recruit: Sniper/Technician, 57 missions, 81 kills. Noteworthy: Tech Arms.
Anu recruit: Assault/Heavy, 65 missions, 99 kills. Noteworthy: Armored Head, PX Laser Array.
-
Anu recruit: Assault/Berserker, 61 missions, 120 kills. Noteworthy: Armored Head.
PX recruit: Sniper/Berserker, 35 missions, 30 kills. Noteworthy: I thought her more useful than the B-team Heavy (who got Derealization). +Laser AR, +PX Shredding Missile Launcher (Neural Torso).
Anu recruit: Berserker/Infiltrator, 60 missions, 135 kills. Noteworthy: PX Shock Lance.
-
Anu recruit: Priest/Technician, 25 missions, 11 kills. Noteworthy: Screaming Head and Venom Torso. +Technician because Amplify.
-
Mission notes:
Additional enemies spawn after 4 turns.
Activated all check points on turn 6.
Turn 9: all soldiers are past the gate.
Pandorans became immune to psychic phenomena (Parapsychosis) after turn 14.
After destroying a couple of eyes (4) the Receptacle died and then I used the injector on turn 16.
I was down to 1 (of 20) Tech Arm charges and 2 (of 8) Medkits while one soldier was severely injured and bleeding and one soldier heavily injured and poisoned.
-
Comments:
I think Daze immunity is more important than Mind Control immunity. I had to deal with Mind Control only once but suffered from several Scylla screams.
Moving fast is king. I never had to face the second Scylla and the Acid Chiron who spawned in the entrance area never shotted. It might have helped to deploy a Turret there (to make inventory space for the injector).
Deploy Decoy and Induce Panic were very useful.
The 2 Acherons doing their Resurrection thing were annoying.
It was a bit strange that no reinforcements spawned in the last room. But the resurrection spam gave me enough pressure.
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Showing 1-3 of 3 comments
Voland  [developer] 15 Nov, 2023 @ 3:21am 
Originally posted by mar.sch:

# Bugs
- Unequip all items does not work on augmented body parts.

not sure I understand :) it shouldn't, right, as in you shouldn't be able to remove them?

Originally posted by mar.sch:

- The Ancient Ruin where I defended the Cyclops isn’t listed as my base anymore (there is now a Pandoran marker). I only got a couple of SPs for the pool. I don’t quite remember if there should have been a reward.

If you haven't completed Symes questline, it unlocks YE, Virophage, etc. Otherwise doesn't do much. hmm, the Pandoran marker is odd. Do you have a save? when things like that happen the only way to understand what happens is a with a save and/or logs. If you could come to our Discord (https://discord.gg/x6WFm7yJ) it would be really nice, as it's really convenient for that sort of thing.

Originally posted by mar.sch:

# CTD
At that date I tried this one infested haven mission for the 5th time (3x on Update 39, 1x on 40, 1x on 41). After a couple of turns a CTD happened on all tries. On u39 there was the More Mist VO active but not on the other tries. I think it was all on different actions. All have in common:
>>
Crashed Thread: 31 UnityGfxDeviceWorker

Exception Type: EXC_BAD_ACCESS (SIGABRT)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000018
Exception Codes: 0x0000000000000001, 0x0000000000000018
Exception Note: EXC_CORPSE_NOTIFY

hmm, seems like a Unity thing. have you tried checking integrity of your Steam game files?


Originally posted by mar.sch:
- (*) In an earlier run I activated a base with 70% infestation chance. It got infested. After clearing the base I was in possession of 2 Security Stations (IIRC the description said something about warning of attacks and helping to defend the base). I have never seen such a facility before. Is there an actual benefit of having them, having more than one? So in this run I waited till the West Africa base was in the mist before activating it in hope to get Security Stations again. Nope. At least the base made sense as Interceptor base during the Behemoth’s 2nd appearance.

lol, security stations do nothing; they are unused assets, which I use to correct "bad" layouts for defense missions (if there are no rooms above the Hangar, there are no tunnels for player to deploy in, so I create fake facilities when the mission is loaded, and then remove them after). Something must have gone wrong.

Originally posted by mar.sch:
Pandorans became immune to psychic phenomena (Parapsychosis) after turn 14.

hmm, they should have been immune from the start.

btw, did you have any Revenants?

Originally posted by mar.sch:
It was a bit strange that no reinforcements spawned in the last room. But the resurrection spam gave me enough pressure.

I'm still undecided on whether to spawn reinforcements beyond the first chamber; kinda worry it might be too much, or that it will slow down AI turns.
mar.sch 18 Nov, 2023 @ 4:13am 
Originally posted by Voland:
Originally posted by mar.sch:
# Bugs
- Unequip all items does not work on augmented body parts.
not sure I understand :) it shouldn't, right, as in you shouldn't be able to remove them?
There is this QoL feature in the Personnel tab (“Unequips all the items currently equipped by the operative“). It does not work for mounts (helmet modules, Tech arms, Missile Launchers, leg modules) on augmented body parts. I think it does not work because the button does not explicitly unequip mounts but tries to unequip only the armor. Mutations are unaffected because they can’t have mounts.

Originally posted by Voland:
Originally posted by mar.sch:
# CTD
At that date I tried this one infested haven mission for the 5th time (3x on Update 39, 1x on 40, 1x on 41). After a couple of turns a CTD happened on all tries. On u39 there was the More Mist VO active but not on the other tries.
[…]
hmm, seems like a Unity thing. have you tried checking integrity of your Steam game files?
Yes, my game files are fine. And it surely is a Unity thing. A Google search for “unity gfx device worker“ shows that there are really old Unity problems seemingly to target mostly macOS and iOS.
I’d say it is not worth your investigation effort especially that my 6th try was successful (I left all fire weapons at home). But fire alone isn’t the problem because after the NJ ending I tried it for a 7th time (with fire). Special on this kind of map are the Pandoran structures.

Originally posted by Voland:
Originally posted by mar.sch:
- The Ancient Ruin where I defended the Cyclops isn’t listed as my base anymore (there is now a Pandoran marker). I only got a couple of SPs for the pool. I don’t quite remember if there should have been a reward.
If you haven't completed Symes questline, it unlocks YE, Virophage, etc. Otherwise doesn't do much. hmm, the Pandoran marker is odd. Do you have a save? when things like that happen the only way to understand what happens is a with a save and/or logs. If you could come to our Discord (https://discord.gg/x6WFm7yJ) it would be really nice, as it's really convenient for that sort of thing.
Well, I completed the Symes quest line way earlier. Instead of the CTD_save I offer you the ENDGAME_choice file on 10.03.2047 (all is left are the researches Virophage Injector, Pandora Key, Project Liberation and Project Nemesis). The Ancient Ruins with the Pandoran marker is east of the Siberia base. Still interested?

Originally posted by Voland:
Originally posted by mar.sch:
Pandorans became immune to psychic phenomena (Parapsychosis) after turn 14.
hmm, they should have been immune from the start.

btw, did you have any Revenants?
OK, it was on turn 14 that I used Parapsychosis.
No Revenants in this run.

# NJ ending on 12.03.2047
Only 7 soldiers are deployable by me.
Regarding my experiences with the PX ending I absolutely need both Technicians (because Field Medic). They are part of the A-team anyway. The B-team Berserker/Infiltrator is so strong he is set. For the 7th slot: hmm, I like to have a Missile Launcher. OK, this time I will bring the Heavy instead of the Sniper/Berserker. With Jet Jump, Jetpack Control and Rocket Leap he is more mobile. He will bring a HW along his PDW. I will dual class him to Priest (mainly for Induce Panic and Psychic Ward; I have > 300 Phoenix SP). Mind Control is probably a bad idea (because of the surprise with Parapsychosis; kind of tomato surprise).
My soldiers are stronger than in the PX ending: +3 strength from Project Vulture and Virophage Kits instead of Medkits.
-
OK, turns out I didn’t have to worry that much about Tech Arm charges and Missiles because I’m joined by 3 NJ soldiers (Technician, Heavy and Assault).
On turn 6: all soldiers are past the gate. 2 Archangel Rocket shots disabled the abdomen of one of the 2 Chiron Asterias.
On turn 7 killed the other Chiron Asteria.
Turn 8: the gate is closed again. I’m completely safe now.
Turn 9: destroyed 4 eyes and placed the beacon.
-
Strange bug: One of my Sniper/Technicians got cloned UI actions and weapons from one of the other soldiers und were completely useless after turn 6. Probable cause: I tried to transfer turrets from my Sniper/Technicians to the NJ Technician (because she can throw turrets) using an Assault (and the ground). [Screenshot taken]
The turret in the entrance area completely confused the first Scylla.
mar.sch 18 Nov, 2023 @ 8:32am 
# Anu ending on 12.03.2047 / Update 42 + Hotfix 2
Only 7 soldiers are deployable by me.
I took the same 7 soldiers as in the NJ ending. I didn’t dual class the Heavy to have more SP to invest in speed. I built a 2nd Archangel Rocket Launcher.
I’m joined by the Exalted and Taxiarch Nergal.
-
2 Siren Praetorians and 2 Chiron Asteria were past the gate. (But there were no Siren in the first area.)
Turn 6: all operatives are past the gate.
Turn 9: the gate is closed. Disabled 2 eyes.
Turn 10: Disabled 3rd eye.
The YE lost another eye during it’s turn. Must have been acid.
Turn 11: The Exalted merged with the YE.

# Synedrion (Terraformers) ending on 11.03.2047 / Update 42 + Hotfix 2
I used the same 7 soldiers.
I’m joined by 3 Synedrion soldiers (Assault, Sniper and Infiltrator).
-
Turn 6: the gate is open. Both Chiron Asterias have disabled abdomens.
Turn 7: all soldiers are past the gate.
Turn 9: 4 eyes are disabled and the injector is placed.

Final rating:
The mission is easy with this meta: placing a turret in the entrance area, then Rushing to the gate. 2 Triton SR hits are to be expected. It is a bit more difficult in the Anu mission (because only 8 soldiers are capable to activate the gate controls). Archangel Rocket Launchers, PX Laser Arrays and SRs are very useful in neutralizing the Explosive Bomb Chirons.
Can become challenging when one is too slow.
I think this mission can have reinforcements in the final room.


Interesting: In both endings I didn’t want to waste time in defending the base in Greenland. It got infested in less than 3 hours!
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