Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
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更新于:2023 年 3 月 25 日 下午 3:44

Update #21

Biggest changes this week are to Bionics! We have received a lot of feedback about how Bionics are too expensive to maintain, unless you spend a turn before ending the mission restoring all your augmented soldiers with Aspida/Technician. No more! See “Changes” for more details.

And an oft requested feature: armor pieces can be now found in crates, in havens and in scavenging missions.

You might also notice that we have added TFTV specific tips to loading screens and a couple of new screens too.

Finally, there are some new tooltips with useful info in the Geoscape UI when you hover over the icons of the factions.

-Bugfixes
+Project Osiris not picking the best candidate
+Etermes difficulty too easy
+Can’t repair damaged bionics in Augmentations screen (Vanilla bug)
+Lay waste giving error messages on Behemoth map

-Changes
+Bionics only have to be repaired if disabled during battle, repair cost reduced by 50% and disabled bionic restored in combat using Technician/Aspida requires repairing after battle
+Armor pieces can now be found in crates
+Added a clue to what Etermes config option does

-Further implementation
+Started adding new loading tips and screens
+Added tooltips for factions on Geoscape UI

更新于:2023 年 3 月 19 日 上午 1:13

Update #20

The first thing you will notice when you load/start a game is that there is a fancy new agenda tracker with colors and all, and ETA for your aircraft, and if you click on things it will take you to where you have to go in the UI. This is taken directly from Mad’s Assorted Adjustments Mod (https://github.com/Mad-Mods-Phoenix-Point/AssortedAdjustments/tree/main/Source/AssortedAdjustments) with only the barest of changes to the code to adapt it to TFTV.

But that’s not all! If you check the Mod config options you will notice some new settings related to difficulty. We put some training wheels on Rookie, and you can also take them to any other difficulty level. These “easy” settings make the game, really, really, really easy (I hope). If you want to play the regular Rookie, there is an option to override the default settings.

There is also an I AM ETERMES setting, which I dare, I f#$%&@|g dare- I mean, encourage, encourage you to turn on if you are Etermes, and only if you are Etermes, or think that everything on Legend is just way too easy.

Finally, we have also changed how Scyllas spawn, so that now you are guaranteed to get different Scyllas. Note that the Scylla that spawns at the Citadel is chosen at random between 2 choices depending on the number of Scyllas that have already spawned. So for first Scylla you can get Scylla type #1 or #2, for second Scylla type #3 or #4, etc. To make encountering them more exciting, Scyllas no longer appear in the intel report.

-Bugfixes
+Error with Fire Quencher
+Haven population not decreasing after acquiring recruit (Vanilla bug)
+Scyther requiring Protean Mutane research
+Weaponless Aspida in Infested haven
+Missing info on augmentations hint

-Changes
+Reduced cost of recruits on Rookie and Veteran
+From now on, different types of Scylla will spawn each time, until the game runs out of available types and then a variant of the 3 more advanced Scylla will always spawn. They will also not appear in intel reports anymore.
+Can now recruit from unfriendly havens, as long as rep with haven leader>-50, but at higher price

-Further implementation
+Added a few more names to Anu enemies list
+Improved agenda tracker UI from Mad's Assorted Adjustments (all hail great Mad)

-New feature: Special difficulty levels!

更新于:2023 年 3 月 10 日 上午 7:29

Update #19

This was going to be a minor update last week, but eventually it grew into a rather big update today. The main thing we were working on during this time was trying to improve the enemy AI a little by introducing some logic in the process of deciding which unit to move first (in Vanilla this is almost completely random). Please let us know how it goes!

In the next update we will be focusing on making the game easier on Rookie, as we are clearly not where we want to be on that front yet.

And as always, we are continuing with bug fixing, minor changes and polishing.

-Bugfixes
+Cyclops can be built without completing Protean Mutane research
+Mutated heads giving extra Max Delirium
+Civilians in Haven Defenders hostile VO remaining hostile
+VO increasing research not working without reloading game and saying incorrectly double Phoenix research when research is increased by 50%
+Unable to build ancient weapons if campaign started before LOTA rework

-Changes
+Improvements to AI turn order (e.g. characters that can cast frenzy and have nearby unfrenzied friendlies will move first)
+Abbadons will appear spooner (after 4th Roaming)
+Descriptions for mutations/bionics
+Advanced Acid Tech now also requires Hel Cannon (PX) research
+Advanced Laser Tech (Destiny) now requires Advanced Technician Weapons (NJ) and Multi-Threat Detection Sensor research (SYN)
+Advanced Melee Weapons (PX) tech now requires Advanced Melee Weapons (AN) and Advanced Paralyzing Weapons (SYN)
+A nice little surprise for all the pyromaniacs out there (for difficulty levels above Rookie)
+Hawk Sniper Rifle research now requires Myrmidon autopsy, which also gives some resources. Fireworm research instead gives 150 food in addition to 150 mats.
+Myrmidon Egg research gives 400 food

-Further implementation
+Started adding TFTV lore to Phoenixpedia

更新于:2023 年 2 月 24 日 下午 3:54

Update #18

This week is all about bugfixing and polishing. We also continue to look for feedback on LOTA Rework, Ancients, Impossible Weapons, etc.

-Bugfixes
+Max Delirium always at ⅓ of Willpower or lower
+Error on spawning Revenant infiltrator
+Wrong accuracy value for Revenant sniper
+Too much Vampire damage with Reaper
+Project Glory not becoming available without doing Rise By Sin
+Haven Defenders VO sometimes resulting in losing mission when should be won
+Rare bug where a second revenant spawns mid-battle
+Project Osiris picking wrong candidate
+Revenant not spawning into the highest tier Pandoran that it can
+Capturing Revenant resets timer before next Revenant appearance

-Changes
+Civilians in Hostile Defenders VO missions are no longer hostile to the player and may be taken control of (but then may be attacked by -crazy- defenders)
+No limit to Delirium VO can now only be rolled if max Delirium is not reached
+Ancients get WP from charging before checking whether they gain Max Power status

更新于:2023 年 2 月 17 日 上午 4:34

Update #17

We are continuing with general polishing and overdue issues, such as lack of XP from missions for non-damage dealers.

We have also changed the portraits of our characters; to be clear, they were made by our friend Abbinco, all we did was adjust them to be more in style of Phoenix Point.

We are also continuing with further implementation of the LOTA rework, applying the hammer of nerf, but with a twist to the Impossible Weapons (former Ancient Weapons). If you like them like they are, thankyouverymuch, you can opt out in the mod's config.

-Bugfixes

+Inconsistencies/incorrect showing of Delirium when Character has abilities or equipment that increase or decrease WP
+Delirium value appearing with decimals
+Delirium sometimes exceeding maximum Delirium
+Missing Bionics 3 Research in some circumstances

-Changes

+All Impossible Weapons (aka Ancient Weapons) changed (=nerfed) and some of them now require additional Faction Research. If you don’t like this change, you can turn it off in the config (you will have to quit to desktop after that for it to take effect)
+Destroying the Behemoth now removes all the VO in play, clears Delirium from all PX operatives that don't have mutations and raises diplo rating among factions. However, it doesn't end Delirium and VO
+ODI events never end
+After all VOs have been played, they are recycled and can be rolled again
+Removed Blue Aurora VFX from Mind Immunity status
+New portraits for Alistair, Helena and Olena thanks to Belial’s and his dark compacts with entities that (will in short order) seek to enslave us and use us as their meat puppets.
+Priest and Technician should get more share of XP (now they actually get “Contribution Points” - which determine their share of XP - for using their skills; before they only got CP for receiving damage or damaging others and healing global HP)

-Further implementation

+Added a flavor event after destruction of Behemoth
+Added event to play last Helena cinematic

更新于:2023 年 2 月 10 日 上午 11:20

Update #16

Some of the bugs are related to temporary safeguards in the beta to avoid breaking old, pre-LOTA rework saves.

-Bugfixes
+Ancient sites getting attacked when they shouldn’t be
+Missing key error in the YE before research text
+Loading tactical save of ancient site/autosave on victory at ancient site creating leading to situations where some LOTA rework changes are reverted
+Ancient probe cost staying at 25 tech 75 mat (should 5 tech 25 mat) (for fix to work, need to save game and load it)
+Delirium sometimes inaccurately reflected in Geo

-Changes
+Revenant will now always spawn into the most advanced mutation available on the battlefield (that is, if Revenant has to spawn into an Arthron, it will spawn into a Prime rather than a Champion)
+Revenants get better stats and more HP depending on tier and original class.
+New icons for Revenant, Revenant Resistance and all Delirium Perks
+Adjustments to Alistair and Olena pics

-Further implementation
+Added objectives for LOTA questline + an event
+Added hint for first Haven defense with hostile defenders VO

-Other
+Removed unnecessary dll assembly

更新于:2023 年 2 月 3 日 上午 5:06

Update #15

As was to be expected, new content, new bugs. Big(loud?) shoutout to Etermes and mar.sch for spotting most of these.

We are very interested in hearing your feedback on the changes to LOTA, particularly regarding difficulty.

Also, as part of the polishing process, a couple of improvements (hopefully) to Behemoth behavior. Please let me know if you get any errors.

More stuff! We have a better solution (now it just works™) to the inglorious “Factions Attack my Base but I can’t Deploy Troops” bug. Big thanks to Dimitar "Codemite" Evtimov from Snapshot Games!

-Bugfixes
+Living Crystal and Protean Mutane researches not requiring Exotic Materials research
+Confusing wording in Automata self repair hint
+Cyclops and Hoplites have double Psychic immunity
+Daze immunity for Ancient Automata not working
+Status powered-up missing text
+Status powered-up corrected hint text
+Cyclops defense not reducing
+Cyclops attacking with Stomp when no enemies in range
+Additional Archaeology labs reducing cost of probes/explorations
+Incorrect amount of total exotic materials available on Rookie and Hero
+Missing pic for Umbra hint
+Behemoth error when picking submerge location
+Behemoth emerging where it can't do anything
+Objective failed appearing next to Void Omens in tactical after losing operatives
+Quitting to desktop after an Assault on Phoenix bases by factions other than Pandorans is triggered replacing the mission with attack by Pandorans on loading (in other words: attacks on Phoenix bases by factions now work properly)

-Changes
+More hoplites on Ancient sites depending on difficulty (on Legend, +6 per site, on Hero +4, on Veteran +2)
+Powered-up defense bonus reduced to 25% from 50%
+Bloodlust 25% bonus now applies fully at 50% health (used to be at 1 HP). Thank you MadSkunky!

-Further implementation
+Added Alistair flavor event for first manufactured Impossible Weapon

更新于:2023 年 1 月 27 日 上午 9:54

Update #14

This update brings the LOTA rework on which I have been working for about 2 months now. The initial reason for this rework was to make that statement by Alistair about not having to follow Symes trail of breadcrumbs actually true. Yes, in case you didn't notice, you did need to follow Symes questline to finish the game. But no more!

In addition to new lore and story for LOTA, most of the mechanics have changed. I will not describe these changes here as I want feedback on how intuitive and well (or badly) explained the new mechanics are in-game.

However, you will notice a couple of additional options in the config that have to do with Impossible Weapons (former Ancient Weapons), and perhaps you will want to make use of those. Specifically, the amount of ancient materials you can get in the game is now limited. On Legend, by default, it is such that you can build one set of all ancient weapons, on Hero, 1.5, on Hero 2, on Veteran 2.5 and on Rookie 3. However, in the config you can set this number to whatever you want. In addition, we have for now slightly nerfed Rebuke, and may change other Impossible Weapons in the future. However, you can choose to turn those changes off in the config.

You will need to start a new game to experience the new content. To ensure save compatibility it will only activate if you start a new game; if you then decide that you want to continue your old save, please quit the game to desktop first and then load it; otherwise it will make a mess.

For my part, the LOTA rework is the last 'big' feature that will make it into TFTV before the release proper. However, other team members are working on the vehicle rework and that should make it into the release as well, tentatively planned for somewhere in or around March. So from now on until then, expect polishing and balance changes, and of course we still have the vehicles' rework to look forward to.

更新于:2023 年 1 月 17 日 下午 2:52

Update #13

Bugfixes, bugfixes…and a small, barely appreciable nerf to one of the best skills in the game (courtesy of MadSkunky).

Among the bugfixes, a kludgy solution to the infamous Phoenix base assault Vanilla bug, where you autolose the mission because you can’t deploy your operatives. It works pretty well except if 1) you start the mission, generating an autosave, and 2) then leave the game to desktop
In that case when you load the autosave the mission will be vs Pandorans, and apparently there is nothing much I can do about it.

-Bugfixes
+ Assault on Phoenix bases by factions other than Pandorans not deploying any of the player’s operatives, leading to auto losing the mission (Vanilla issue) ONCE THE MISSION IS GENERATED (YOU GET THE SCREEN WITH THE START AND THE CANCEL BUTTONS) YOU HAVE TO COMPLETE THE MISSION WITHOUT QUITTING TO DESKTOP. YOU CAN LOAD THE AUTOSAVE WITHOUT LEAVING THE GAME TO DESKTOP AS MANY TIMES AS YOU WISH
+ VO “Pandorans evolve as they lose missions and colonies, but Phoenix research output is doubled” increasing Phoenix research output on every game load
+ Same Pandoran getting touched by the Void repeatedly causing softlock when they die if they were to spawn Umbra
+ Same VO appearing in the objectives list in tactical more than once
+ Rare occurrence of “ghost” VO that internally appear as in effect but were never rolled (I have received a save with this and went crazy trying to replicate it, but still have no idea how it happened; should be fixed now though)

-Changes
+Ignore Pain no longer grants Mind Control immunity

更新于:2023 年 1 月 6 日 下午 3:44

Update #12

The Tutorial is back on the menu! Yes, the tutorial should work properly from now on, please let us know if you run into any issues.

-Bugfixes
+ Error in first infestation when "main character" doesn't have a first and a last name (this time really fixed :) )
+ Softlock after Tributary of the Void spreads TBTV status that gives Umbra spawn.
+ Unlimited Kaos Weapon copies when playing with localization

-Further implementation
+Tutorial is now playable with TFTV!