Phoenix Point

Phoenix Point

Terror from the Void (TFTV) 1.0
mar.sch 2023 年 5 月 1 日 上午 4:04
Update 22 feedback
New Hero run, Synedrion random squad.


Re: … major things pending completion are rework of the infestation mission (which is now available to recover a base lost to the act) …
Re: -Further implementation +Infestation mission to recover base
I experienced nothing special in _activating_ an infested base. Are these changes meant for a lost base defense meaning instead of a damaged base there will be a damaged _and_ infested base? If yes what about infestation if the attacker was a faction?

Re: new portraits.
I like them!

No base defense, yet (day 39).

Re: changes to Better Classes.
Die Hard.
I’m not convinced. I rarely lose soldiers. And if the 50% chance triggers and the soldier gets the 1 HP _during_ enemy turn he’s is probably dead anyway.
Infiltrator rework:
Neural Feedback.
Useful. I had several cases when 1 AP was “wasted“ because my Infiltrator was already in position for a dazing shot with his crossbow.
Jamming Field.
Never noticed it not working as intended. Well, it’s a 50% chance.
Vanish.
Might now be the least useful 3rd row class perk. An Infiltrator should not need it for defense. For offense there is no more Sneak Attack. Theory crafting: an Infiltrator/Heavy might be able to Vanish+move or jet jump to a position near shooting enemies+(present these enemies a target they like to shoot at)+Return Fire. Or Vanish+move+Overwatch. But this seems very situational.
Parapsychosis.
Not bad. Nitpick: a Myrmidon is affected but surely not a human-sized enemy. If there are multiple enemies in range I think I have no control who is affected. I wish for UI feedback who was affected.
The loss of Phantom.
It’s much harder to get a soldier to that “magic“ 90% stealth value. I fact it took 30 days to see even one Tunnel Rat (despite all continents were explored). I almost feared this perk had been removed. RNG :-)


Comments:
GUI QoL improvements introduced in Update 20.
Very, very nice!

Firequenchers.
I hope Touched by the Void/Spawning Umbra and Firequencher won’t ever be given to the same Pandoran.

No demolishing of Access Lifts.
Nice! But …
I had a base with unfortunate placements of blocking tiles. My plan was to build a 2nd Access Lift (instantly built) to speed up base development and then demolish one of them later. This is not possible probably because an Access Lift seems now to be necessary for a Base Defense. If I would have been able to relocate the Access Lift as planned and then would demolish the path to the Access Lift there will be no way to defend the base. But this would be entirely my fault. Another thought: is the soldier deployment code prepared for multiple Access Lifts? What about limiting the amount of Access Lifts to 1 (similar to Vehicle Bays)?


Bugs:
VO Behemoth disruption threshold increased.
(I don’t remember if the VO got active between appearances or during the 2nd one.)
The Behemoth went underwater at disruption points 10/17.

After Update 23, starting PP and loading my game.
(“If you are already subscribed to BetterEnemies, none of these changes will take effect to avoid compatibility issues.“ not working?)
[TFTV @ 5/1/2023 9:20:08 AM] BetterEnemies mod not found
----------------------------------------------------------------------------------------------------
[TFTV @ 5/1/2023 9:20:08 AM] EXCEPTION:
Message: Trying to add tag that is already present in the list GunWeapon_TagDef<br/>
StackTrace: at PhoenixPoint.Common.Entities.GameTags.GameTagsList`1[TGameTag].AddImpl (TGameTag tag, PhoenixPoint.Common.Entities.GameTags.GameTagAddMode mode) [0x00029] in
[…]
at TFTV.TFTVBetterEnemies.BEFixesToAI () [0x0007a] in <c5847e79df3442c19126931fcda46c4b>:0
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
[TFTV @ 5/1/2023 9:20:08 AM] EXCEPTION:
Message: Trying to add tag that is already present in the list DamageByCaterpillarTracks_TagDef<br/>
StackTrace: at PhoenixPoint.Common.Entities.GameTags.GameTagsList`1[TGameTag].AddImpl (TGameTag tag, PhoenixPoint.Common.Entities.GameTags.GameTagAddMode mode) [0x00029] in
[…]
at TFTV.TFTVBetterEnemies.BEFixCaterpillarTracksDamage () [0x00051] in <c5847e79df3442c19126931fcda46c4b>:0
----------------------------------------------------------------------------------------------------
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正在显示第 1 - 3 条,共 3 条留言
finnwalTD 2023 年 5 月 1 日 下午 1:40 
引用自 mar.sch
Parapsychosis.
I load old save to make a new infiltrator for test, is that ok that I don't need to use Parapsychosis? I just tab on all enemies around without use and on the next turn they fight each other.

Also each time after loading, game inform me about error 2 times and ask me to reed TFTV log file. It is occuare even if I start a new game.
最后由 finnwalTD 编辑于; 2023 年 5 月 1 日 下午 1:40
Voland  [开发者] 2023 年 5 月 1 日 下午 3:05 
the bugs mentioned in this thread will be fixed in the imminently coming hotfix :)
Voland  [开发者] 2023 年 5 月 2 日 上午 2:55 
引用自 mar.sch
I experienced nothing special in _activating_ an infested base. Are these changes meant for a lost base defense meaning instead of a damaged base there will be a damaged _and_ infested base?

yes :)

引用自 mar.sch
If yes what about infestation if the attacker was a faction?

base defense missions when attacker is a faction still need to be done. right now the base should get damaged but not infested

引用自 mar.sch
Re: changes to Better Classes.
Die Hard.
I’m not convinced. I rarely lose soldiers. And if the 50% chance triggers and the soldier gets the 1 HP _during_ enemy turn he’s is probably dead anyway.

well, of course it depends on player; some players lose more operatives than others (also some players savescum to prevent any losses).

引用自 mar.sch
And if the 50% chance triggers and the soldier gets the 1 HP _during_ enemy turn he’s is probably dead anyway.

If activated, you are guaranteed survival during the enemy turn as part of this skill.

引用自 mar.sch
Infiltrator rework:
Neural Feedback.
Useful. I had several cases when 1 AP was “wasted“ because my Infiltrator was already in position for a dazing shot with his crossbow.

I got it on a Mutoid that has the Sonic Blast skill, it's really nice :)

引用自 mar.sch
Jamming Field.
Never noticed it not working as intended. Well, it’s a 50% chance.

it didn't work when initially released :) but it's fixed now

引用自 mar.sch
Parapsychosis.
Not bad. Nitpick: a Myrmidon is affected but surely not a human-sized enemy. If there are multiple enemies in range I think I have no control who is affected. I wish for UI feedback who was affected.

also bug :) has been fixed


引用自 mar.sch
Comments:
GUI QoL improvements introduced in Update 20.
Very, very nice!

thanks!

引用自 mar.sch
Firequenchers.
I hope Touched by the Void/Spawning Umbra and Firequencher won’t ever be given to the same Pandoran.

a Firequencher can be Touched by the Void, yep


引用自 mar.sch
No demolishing of Access Lifts.
Nice! But …
I had a base with unfortunate placements of blocking tiles. My plan was to build a 2nd Access Lift (instantly built) to speed up base development and then demolish one of them later. This is not possible probably because an Access Lift seems now to be necessary for a Base Defense. If I would have been able to relocate the Access Lift as planned and then would demolish the path to the Access Lift there will be no way to defend the base. But this would be entirely my fault. Another thought: is the soldier deployment code prepared for multiple Access Lifts? What about limiting the amount of Access Lifts to 1 (similar to Vehicle Bays)?

Not allowing demolishing access lift was introduced for consistency reasons, it's not related to the base defense mission. Actually, all base defense missions layout are generated with an access lift regardless of whether it is present or not.


引用自 mar.sch
Bugs:
VO Behemoth disruption threshold increased.
(I don’t remember if the VO got active between appearances or during the 2nd one.)
The Behemoth went underwater at disruption points 10/17.

The Behemoth will submerge eventually even if DP threshold is not reached

引用自 mar.sch
After Update 23, starting PP and loading my game.
(“If you are already subscribed to BetterEnemies, none of these changes will take effect to avoid compatibility issues.“ not working?)
[TFTV @ 5/1/2023 9:20:08 AM] BetterEnemies mod not found
----------------------------------------------------------------------------------------------------
[TFTV @ 5/1/2023 9:20:08 AM] EXCEPTION:
Message: Trying to add tag that is already present in the list GunWeapon_TagDef<br/>
StackTrace: at PhoenixPoint.Common.Entities.GameTags.GameTagsList`1[TGameTag].AddImpl (TGameTag tag, PhoenixPoint.Common.Entities.GameTags.GameTagAddMode mode) [0x00029] in
[…]
at TFTV.TFTVBetterEnemies.BEFixesToAI () [0x0007a] in <c5847e79df3442c19126931fcda46c4b>:0
----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
[TFTV @ 5/1/2023 9:20:08 AM] EXCEPTION:
Message: Trying to add tag that is already present in the list DamageByCaterpillarTracks_TagDef<br/>
StackTrace: at PhoenixPoint.Common.Entities.GameTags.GameTagsList`1[TGameTag].AddImpl (TGameTag tag, PhoenixPoint.Common.Entities.GameTags.GameTagAddMode mode) [0x00029] in
[…]
at TFTV.TFTVBetterEnemies.BEFixCaterpillarTracksDamage () [0x00051] in <c5847e79df3442c19126931fcda46c4b>:0
----------------------------------------------------------------------------------------------------

fixed in yesterday's hotfix
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