Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
Se afișează 81-90 din 145 intrări
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Actualizare: 19 aug. 2023 @ 2:58

Update #35

Quite a few bugfixes, some of them for stuff that has been around for a long, long time.

However, the main changes concern the new game screen and config. The general approach is that, if you want to, you can easily customize your game from the starting screen, or you can just select the difficulty for Geoscape (and if you want to, a different one for Tactical) and just run with it, without even looking at all the other options.

As always, looking forward to your feedback!

-Bugfixes
+Error on deployment screen when attempting to show if mission at day/night.
+Some facilities not coming automatically back online after successful base defense.
+Human enemy leader with Terrifying Aura subtracting WP even when dead.
+Incorrect day/night icon shown on mission deployment screen (in PP sun rises at 6am and sets at 10pm. Everywhere. Always).
+Can buy more than one copy of each Kaos Weapon by storing them in vehicles.
+Project Osiris attempting to do stuff with Mutoids when it shouldn’t.
+Food income displayed incorrectly, this time not showing consumption from soldiers.
+Creating Mutoids angered West, who confused them with Mutants (totally different things!).
+Error on loading a loadout when missing some item that goes in one of the ready slots.
+Reduced perception VO not appearing as a reminder on Tactical.
+On loading autosave, captured Pandorans lost.
+Advanced Nanotech research showing wrong Benefits text.
+Infinite vehicle inventory remained available under certain conditions.

-Changes
+Vehicles can't pick items from the ground by themselves. Because they have no arms.
+Etermes difficulty no longer carries extra Diplo and Research penalties.
+For games starting after this Update, Synedrion crossbow will have 5 ammo and the poison one 4.
+Raised cost of higher level recruits in havens on Hero, Legend and Etermes.
+On Etermes Pandorans can build up to 4 colonies of each type and they build them 25% faster.
+On Etermes, enemies have 25% more starting and max deployment points, and they increase 25% faster.

-Further implementation
+New game and config.
New option: disable tactical saves (on by default, can be turned off on new game start or in Mod config, will display warning)
New option: separate difficulty setting for Tactical (can be changed on new game start or in Mod config, will affect ALL games).
A lot of options now scale with difficulty and can only be chosen on new game start.
Easy Geoscape and I AM ETERMES are now proper difficulty levels chosen at new game start.

Some measures have been taken to ensure compatibility with current playthroughs, and fingers crossed everything will be ok.

You can buy me coffee if you feel like it :) https://www.buymeacoffee.com/voland

Actualizare: 9 aug. 2023 @ 10:16

Hotfix 1 for Update #34

-Bugfixes
+Mutagen income not displayed properly.

Actualizare: 9 aug. 2023 @ 5:33

Update #34

Quick update to fix a bunch of bugs with the new capture mechanics, as well as to simplify obtaining mutagens, by folding Mutagen Harvesting Tech into Mutation Tech, and making the latter available after researching Mutoids, and modifying autopsy rewards to give mutagens.

While in the mood to simplify things, also removed Fire Resistance Tech and folded it into Incendiary Tech, so that obtaining that blast & fire res vest is now a bit easier.

Plus a long asked for QoL: you can now see whether a mission will take place at day or at night when deploying. Please report if you run into a case where a mission announced as taking place during the day, happens at night, and vice versa!


-Bugfixes
+Guided by Whispers snitching to NJ without playing mission option not working properly.
+Extra Pandronas captured when using skyhook priority.
+Pandorans not getting captured on story missions.
+Unable to capture Pandorans on Base Defense missions.
+Exotic materials being harvested on loading autosave after winning an ancient site mission.
+Unable to deploy on an infestation mission, under certain circumstances.

-Changes
+Fearsome now removes 2WP instead of 1WP.
+Mutagen harvesting research removed (functionality now unlocked with Mutation Technology, and Mutation Technology is also given after researching Mutoids).
+Resource rewards for autopsies now always give some Mutagens.
+NJ Fire Resistance Tech removed; fire and blast vest now unlocked with Incendiary Technology.

-QoL
+Mission light conditions shown on deployment (Sun means daytime, Moon means nighttime; hover over the icon to see local time) (icons taken from the most awesome https://game-icons.net/).
+Mutagen tooltip now shows where the income is coming from.

You can buy me coffee if you feel like it 🙂 https://www.buymeacoffee.com/voland

Actualizare: 6 aug. 2023 @ 7:45

Hotfix 2 for Update #33

-Bugfixes
+Softlock in tactical when deploying from a vehicle with no passenger module.
+Containment capacity for the facility still showing as 50 (should be 25).
+Error messages on adjusting Config.
+Mutagen income per hour not displaying correctly.

-Changes
+Items no longer auto-recovered in GTA mission.
+Items no longer auto-recovered in Steal Aircraft missions.

Actualizare: 4 aug. 2023 @ 5:35

Hotfix 1 for Update #33

-Bugfixes
+Changes to Pandoran capture not activating.
+Odd error messages related to Passenger Modules.
+Error message on enemy reinforcements.

Actualizare: 3 aug. 2023 @ 14:33

Update #33

Another large update that, in addition to the usual bugfixes, attempts to cut some Vanilla meta for getting rich fast, completely revamping the Capture mechanics, limiting raids, and removing trading for profit, among other stuff. All these changes are opt-out, and, based on your feedback, we will see if they remain opt-out, or become opt-in or associated with some specific difficulties. However, for now we would really like to hear about how it impacts you gameplay, how clear are the new mechanics, and how much you hate having less resources, and love to hate that, or just hate us for doing this, etc.

Come on, share your feelings! Open your heart! Open your mind! Save Mars!

Stop playing BG3!

-Bugfixes
+Behemoth Disruption Threshold not set correctly (this time fixed for good, hopefully).
+Void Omens not getting removed/replaced if at some point the game ran out of Void Omens.
+Amount of acid applied with Amplify getting reduced by acid resistance
+Agile GL/Acid res researches not available to players who completed Fireworm/Acidworm researches before Update# 32
+Return Fire consuming AP discount from Hunker Down.
+Scorpion damaging same body part multiple times (you can thank Etermes for this fix :)).
+Bionic research allow manufacturing Nanokit.
+Scylla cannons damaging Scylla.
+Guided by Whispers giving double rewards/penalty.
+Nanotech Vest spawning in scavenging crates before research is completed.
+Tooltips re Delirium in character edit screen showing incorrect info.
+Buttons in equip soldiers screen not displaying correctly on some resolutions.

-Changes
+Operatives can now access vehicle inventory while inside the vehicle.
+Aircraft speed buff from cruise control passenger module increased to 250 (from 100).
+Aircraft range buff from extended fuel tanks passenger module increased to 2500 (from 500).
+Umbra “ghosting” in Base Defense will scale with Delirium of operatives (the higher the Delirium the operative has and the more operatives with Delirium there are, the higher the chance that an Umbra will spawn when the Umbra strat is implemented).
+The Venom Torso will provide handgun proficiency to the actor (handgun proficiency ability tied to the torso)
+The Spike weapon is treated as handgun now, so skills that need a proficient weapon will work with it
+Insignificant changes to resource procurement:

1) raiding a haven now raises alert level to highest and it takes 7 days to reduce alert level. (so you may only raid each of the factions once every 7 days).
2) Enemies arriving as reinforcement will not drop items on death.
3) Number of Pandorans that can be captured is limited by aircraft type (and capturing a Scylla requires a special module that also increases the number of Pandorans that can be captured).
4) You can no longer kill Pandorans to get mutagens, but any aliens in Containment will generate mutagens every hour as long as you have a Mutation Lab.
5) Rendering Pandorans for food now requires a functioning Food Production facility and takes time; each facility can hold up to 250 units for processing and process 50 units per day.
6) Trading prices are fixed with all factions at 1 tech for 5 supplies or 5 mats, and 1 supply for 1 mat.

(please report your moanings in #feedback).

(you can also switch off all or any of these changes in config; if you do so after playing a new game/loading a save, please quit to desktop before starting a new game/loading a save)

Actualizare: 19 iul. 2023 @ 6:30

Update #32

This was meant to be a second Hotfix to Update #31, but it grew into a small Update, like a larva grows into a Zergling (or was it two?). Anyway, fixes and further implementation to acid/vests, including some shuffling of research…

… and a small little Vanilla bugfix that might cause a lot of pain: the Vehicles no longer have an infinite ground inventory.

But to compensate for that, all vehicles will now have 3 extra inventory slots!

-Bugfixes
+Nanokit not removing Bleeding status.
+Nanokit could be used on targets with no curable status but lower than full HP.
+Error text when aiming with acid weapons.
+Secondary Force strat activating always in Base defense.
+Destroying a console in Base defense before any strat announcement causing a harmless error box to appear.
+Multisensor Module reverse engineering still gave access to Nanotech.
+Vehicles had infinite inventory (using ground slots) (Vanilla bug).
+Behemoth Disruption Threshold not set correctly.
+Pandorans that should have immunity to acid didn't have it.
+Sometimes a facility that should be demolishable because it wouldn’t break the connection to hangar rule could not be demolished.

-Changes
+All Vehicles have 3 extra inventory slots to compensate for the fact that they no longer have an infinite inventory.
+Vidar GL tech now unlocked with Fireworm research.
+Acid res vest tech unlocked with Acidworm research.
+Blast/Fire res vest unlocked with NJ Fire res research.

-Further implementation
+New NanotechVest unlocked with Syn Advanced Nanotech; increases by 10 HP of all body parts.
+Added camera chase for special reinforcements in base defense.

Actualizare: 16 iul. 2023 @ 3:05

Hotfix 1 for Update #31

-Bugfixes
+Acid disabling body parts that are not electronic (should disable only bionic or vehicle parts).
+Exo suit not able to equip any Mounted Weapons.
+Asleep Hoplites participating in Cyclops multishot.
+Error message on going to Recruit tab.

-Changes
+Hunker Down now works like Electric Reinforcement re acid (doesn’t protect vs acid).

Actualizare: 13 iul. 2023 @ 15:01

Update #31

Big update today, with bugfixes (including Vanilla ones), and important changes to:

Delirium Perks. We have been looking at the feedback for a while and discussing it internally, and a while back we realized that players were just too reluctant to do experimental treatment (without savescumming) because of the risk of getting a permanent perk, and a couple of the perks were especially disliked. So we replaced/changed those perks, and implemented a system where Delirium perks are eventually removed as the character participates in successful missions.
Acid. We had a lot of internal discussions on this since, well, forever, and I have detailed all the changes in the log below. The main purpose is to narrow the range of damage Acid can do (in Vanilla somewhere between 0 and death, but never in the middle), remove meta that trivializes Acid damage and give the player reasonable options of dealing with it (consumable + vest), while also keeping Acid dangerous vs bionics. This is a first implementation, so lore not adjusted and there will probably be some bugs/inconsistencies with games in progress, particularly re researches and what they unlock.
Vests and Modules. We shifted things around a bit to give more options, and removed the option to wear a vest if you have a bionic torso. As above, also a WIP.

Please share your feedback on our Discord in #feedback!

-Bugfixes
+Negative damage notices with very large numbers when character with elemental immunity hit by elemental damage (Vanilla bug).
+Some facilities not working after repairing Power Generator (Vanilla bug).
+Chirons targeting small things with stomp, like an elephant on a pest control mission in a dingy electronics store.
+Behemoth disruption points not increasing with each Roaming.
+Hoplites in story mission sometimes shooting beams for 0 AP (when not multishooting with Cyclops).
+Arthron Skirmisher Prime still named “Myrmidon”.
+Mist spawning too high in base defense for Triton infiltration strat.
+Not awakened hoplites participating in Cyclops multishooting.
+UI issues in Geo with Derealization and Derealization also providing Mind Control immunity. (Fix will only work on newly rolled Derealization perks).
+Mindfragged soldiers not appearing in Infested Havens.
+Wolverine not reducing accuracy by 20%.
+Failing “mid” base defense because all Pandorans eliminated before the Survive objective is initiated (causing a persistent base attack bug on Geoscape)
+Only basic Scylla spawning all the time.


-Changes
+Inspire and Punisher no longer give teammates WP for killing small critters and inanimate objects.
+”Mid” base defense mission Survive 3 turns objective replaced with Survive 5 turns (because otherwise was the easiest base defense mission).
+Added -12 diplo penalty with Syn if player chooses to share Bionics3 research with NJ after fighting both SYN and PURE.
+No limit to Delirium VO pushed a little further back so that it is less likely to overlap with max Delirium.
+Facilities that do Healing/Training/Repairing at a base under attack are powered down within about 6 hours after the attack.
+Changes to Delirium perks:

1) New feral perk (Skills cost +1 WP. You gain +8 STR).
2) New Anxiety perk (Start each mission Disoriented for 2 turns. Immune to Mind Control).
3) One of them changed to “Receives Delirium damage x2, immune to Mist”.

Note that the “new” perks can be rolled alongside previously rolled “old” perks; this is to ensure save compatibility.

+Delirium Perks will now disappear after a random number of missions (the chance is very, very small at first and gets larger until it becomes 1; number of missions depends on difficulty level. Gaining a new Delirium perk resets the timer, but all perks removed together).
+Hunker Down can be used again in the following turn even when not shooting.
+Changes to Acid and modules:
Acid no longer does x2 damage to Bionics, but when acid does damage to a bionic body part, it disables it for a turn
Synedrion Advanced Nanotech now gives access to a consumable (Nanotech Fieldkit) that removes all negative status effects, including acid. Nanotech buff effect that reduced all incoming DoT damage is removed.
Electric Reinforcement no longer protects vs acid damage.
Mutoid cure Spray no longer removes acid.
NJ Fire Resistance Tech now allows manufacturing an acid resistance vest.
Acid resistance (from lab assistant background perk and acid res vest) only reduces by half the damage to body part HP (if a character has both Resistances, their effects are multiplied, not added).
Most acid damage from Pandorans was reduced by 10.
Motion Detection Module can now be manufactured after researching Terror Sentinel.
Repeller module now a leg module.
Fire and blast res vests combined into a single vest (with a new pic)
Poison vest now also gives protection vs paralysis.
Night vision module has a new pic.
People with Bionic torsos can't "wear" vests (that's, like, reality, or whatever).

Actualizare: 3 iul. 2023 @ 6:11

Hotfix 1 for Update #30

-Bugfixes
+Constant harmless, but annoying error messages in tactical during AI turns.