Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
mar.sch 8 Dec, 2023 @ 2:32pm
More feedback on Mercenaries and Vehicle Rework
# Preface
I just finished a new run on 09.02.2047 (Synedrion Terraformers ending). Hero difficulty (default options = no Stronger Pandorans) and Tutorial (= buffed soldiers).
I totally forgot how easy the game can be. It was a “Blitzkrieg“ run: 6 soldiers with max speed on day 13, To Antarctica done on day 22, …
I played without PX or faction recruits and ended with 18 soldiers: 5 from tutorial, 3 from a scavenging site, 6 Mercenaries, a haven defender, 2 event rewards and Citizen Eileen.
The PX ending was out of question: the Pandoran evolution is way too slow. I was allied with Synedrion and New Jericho and had reached supportive status with Anu.

# Tutorial
IMHO there should be a recommendation to play the Tutorial at least once after the Vehicle Rework.
The first mission introduces the 1 AP cost for entering a vehicle without consequences.
The second mission is about to learn that a Scarab has to be played differently than the Vanilla version.

# KG
Originally posted by mar.sch:
# KG usage
- I think they are better useable on lower difficulties than Legend. Reason: with higher PX soldier starting stats and more SP/mission it is much more feasible to carry a KG as an additional weapon. On Legend that is too much weight and if used as a main weapon I would need to carry many ammo clips because the higher enemy count (again weight constraints).
They were perfectly viable on Hero difficulty. I used 2 Redemptors for my Assaults and a Berserker/Infiltrator with SG proficiency. My Sniper with AR proficiency got an Obliterator and my Ghost a Subjector.
Re the recent fix to shred resistance/Armor Break: if I use an an Obliterator and Armor Break (a bad idea anyway because rounding) and shred resistance is in play will there be 0 or 1 shred per projectile (aka are normal shred and Armor Break shred added before applying the reduction or not?).

# Mercenaries
I have nothing new to add about Spymaster, Old Hound, Sectarian and Exile.
Slug (Technician):
>>
For my taste a Slug is too SP hungry. He needs more Strength to be able to make occasional use of the Tech Arms and to carry turrets. To make good use of Resurrect he needs WP and Speed.
He can’t replace a standard Technician for healing purpose. He can’t have a Neural Torso for carrying several turrets. It might work if he fights alongside a mule (=other soldier with Neural Torso).
<<
He is perfect for a vehicle squad. No need for extra strength because the vehicle is the mule, no need for extra speed because he doesn’t need to walk himself.
He came quite late (day 20). I used him in 13 missions and barely got him to level 6, so no chance for Remote Control for the vehicle weapon. I might need to allow myself more than 1 Training Facility.
Ghost (Priest):
>>
But in the next run I will give him a chance to prove himself.
<<
She came late, too (day 18). I used her in 12 missions and barely got her to level 6, too. Leveling up was slow because her damage output was low. It got better after level 4 (because AR proficiency).
I still see no interesting role. Although a Ghost might come earlier in play than an Anu Priest he is gimped (no head mutation!).

# Vehicle Rework
(Sorry, no feedback about Aspida and Armadillo in this run.)
Trample can be unfortunate. I accidentally killed a paralyzed Mindfragger once.
Junker:
I had 2 Junkers. I played with Vishnu Gun, The Screamer, The Fullstop, Slaughterhouse, Manned Gunner, Jet Boosters and Deathproof.
Which weapon is better depends on the situation/mission.
Shorter Grenade range while only using 2 AP is good to differ the artillery usage compared to a Scarab.
Having 20 default armor for the wheels is very welcome.
A Junker can be really tanky with Slaughterhouse.
Possible bug: Spiked Armor doesn’t work against a Triton Footpad’s Bloodsucking Arm.
Targeting with The Screamer can be tricky: the enemy is highlighted although scenery is in the way.
I never saw the amount of damage Kamikaze would do. I tried kind of a suicide run on Grand Theft Auto. But the Junker survived.
Scarab:
I had 2 Scarabs. I played with Gemini V, Scorpio VII, Ammunition Racks, Reinforced Stabilizers, Lazarus Shield and Deployment Bay.
Scorpio VII is no more straight upgrade. Good.
Ammunition Rack pairs well with Reinforced Stabilizers.
Lazarus Shield: I noticed that destroying structures/scenery doesn’t disrupt stealth.
Lazarus Shield: leaving with a non-stealthed soldier disrupts the stealth. But if it is a stealthed soldier the Scarab remains hidden.
Grand Theft Auto: Lazarus Shield + Deployment Bay were a more elegant solution than the Junker brute force approach.
Assassination squad: Scarab + 5 soldiers. Driving the Scarab to the enemies, 4 soldiers leaving the vehicle with 2 (or 4 AP) either at different waypoints or all at the same location. A Technician might add in a Remote Control of the vehicle weapon. A Slug could add a Resurrect. A Priest could add a Mind Control. Scylla melting fantasy with Lazarus Shield and Deployment Bay: 4 Heavies all doing a point blank Rage Burst with an MG and reentering the Scarab. Bonus points if a Sniper could fit in an Armor Break and Marked For Death. Or focus fire and destroy one of the Scylla’s weapons per turn. The Scarab has to tank one turn.

# Final mission speed run
I went in with a Scarab and 4 speed optimized soldiers including a Priest with Judgement Head (I had to buy the Priest class at the Marketplace). The Scarab isn’t strictly necessary because e.g. my Sniper/Technician had +3 from Propeller Legs +2 from Privileged +2 from Battle Hardened + frenzied = movement 36.
The mission was over in 5 turns: On turn 2 I activated the gate controls. Could have needed one more turn but the Receptacle’s shield were open in the front.
Bug: targeting with Destiny III at hidden (Pain Chameleon) Triton Ghost Alpha is possible and shows the actual HP and armor.

# An error has occurred on loading the game level
There was no end game summary. The latest entries in TFTV.log are:
[TFTV @ 12/8/2023 8:19:12 PM] TAKE THE INJECTOR is completed 1
[TFTV @ 12/8/2023 8:19:12 PM] DEPLOY THE INJECTOR OVER THE INCAPACITATED YUGGOTHIAN RECEPTACLE is completed 1
[TFTV @ 12/8/2023 8:19:12 PM] OnTacticalEnd check
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:19 PM] phoenixrising.tftv is enabled True
[TFTV @ 12/8/2023 8:21:19 PM] logo null? False? source.transform null? False tftvLogo.gameObject.GetComponent<Image>() null? False
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Showing 1-3 of 3 comments
Voland  [developer] 9 Dec, 2023 @ 2:09am 
Originally posted by mar.sch:

# An error has occurred on loading the game level
There was no end game summary. The latest entries in TFTV.log are:
[TFTV @ 12/8/2023 8:19:12 PM] TAKE THE INJECTOR is completed 1
[TFTV @ 12/8/2023 8:19:12 PM] DEPLOY THE INJECTOR OVER THE INCAPACITATED YUGGOTHIAN RECEPTACLE is completed 1
[TFTV @ 12/8/2023 8:19:12 PM] OnTacticalEnd check
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:10 PM] no level/hint manager found!
[TFTV @ 12/8/2023 8:21:19 PM] phoenixrising.tftv is enabled True
[TFTV @ 12/8/2023 8:21:19 PM] logo null? False? source.transform null? False tftvLogo.gameObject.GetComponent<Image>() null? False

I tried reproducing this, but failed. The error doesn't occur in TFTV (the message of no level/hint manager found! in the log is everything working correctly). What kind of error message was displayed? Do you have the Player.log?
mar.sch 9 Dec, 2023 @ 4:52am 
I just played the final mission again and got the error again:
Instead of the usual end game summary (missions played, resources collected, etc.) there was this exact error message "An error has occured on loading the game level" and I am back at the starting screen.

After I searched my entire home folder (find . -name "Player.log" -print) I finally found it in:
~/Library/Logs/Snapshot\ Games\ Inc/Phoenix\ Point/

(TFTV.log is in ~/Library/Application\ Support/Steam/steamapps/workshop/content/839770/2872311902/Assets/)

Both only contain the information of starting PP, playing the final mission and stopping PP.
The save game is also available.
Do I need a new invite?
Voland  [developer] 9 Dec, 2023 @ 1:39pm 
would be great to have all that! https://discord.gg/NXuV7xXt
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Showing 1-3 of 3 comments
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