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Thread: Phoenix Point

  1. #101
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Only mod I've seen for it up on Nexusmods is one to allow for the console, which I think got disabled in a patch.

  2. #102
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    I grabbed a table for Cheat Engine that re-enables it. Can send it your way if you want it.

  3. #103
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Sure. Thanks.

    Will need to get Cheat Engine as well I assume. First XCOM I've ever considered cheating in.

  4. #104
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    Here you go.
    And yeah, you'll need Cheat Engine.

  5. #105
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    A new hotfix was released last night:

    Today we have released a hotfix for Phoenix Point, revision 1.0.54861 EGS on the Epic Games Store which addresses the following issues:

    * Fixed a game crash in battles during the enemy turn when the enemy is panicked and could be caused by return fire, overwatch, and/or exploding barrels.
    * Fixed a game crash when leaving a tactical mission, which was caused by trying to retrieve weapons that are actually body parts of Mutogs, turrets, etc. These will no longer be recoverable.
    Also, prevents recovering mutated body parts as equipable items.
    * Fixed a bug that corrupted saved games that are saved during a battle after a Scylla is killed with the belcher abdomen.
    Note: this will not retroactively fix already corrupted saved games
    * Fixed a hang when loading a saved game where someone was hit by a weapon that causes bleed (e.g., Slasher Siren, Anu Blade) which caused the unit to die from the bleed damage next turn.
    * Fixed a bug that doesn’t allow the game to start if you have corrupted save games.
    * Fixed a bug that caused the final boss to not play its sounds.

    While this hotfix addresses some of the most urgent issues, we also have another larger patch currently in the works, containing many more bug-fixes and balance changes. While we do not yet have a release date for this larger patch, we will update the community as soon as we know more.



    My advice if your either playing the game currently or thinking of playing, is to wait for the balance patch, as the game has some SEVERE difficulty spikes at present. Seeing that the save game corruptions have been fixed is a massive improvement however .

  6. #106
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    The big patch dropped today for Phoenix Point. And it's a complete clusterfuck.


    Today, our latest patch, “Dunwich,” (revision 1.0.54973 EGS) releases on the Epic Games Store. This addresses the following issues.

    Ability Changes:

    * Rage Burst - Reduced to 5 bursts maximum with 50% accuracy penalty - We want to reduce the effectiveness of the ability while retaining its usefulness against big targets
    * Mind Control - Cost increased by 1 AP - Mind Control without any AP cost requirement was making the ability too versatile and, in some cases, too powerful when used by Pandorans.
    * Mind Crush - Cost increased by 1 AP - The ability was too strong against groups of enemies, allowing for chain use (as long as enemies die in the process). We are keeping its power effect, but limiting the number of its uses per turn.
    * Master Marksman - Accuracy bonus is reduced from 50% to 30%. The ability is too versatile (useful with highly inaccurate weapons) so it needed a bit of tweaking downwards.
    * Quick Aim - No longer gives bonus accuracy. The ability is mainly used for its cost reduction component and the added accuracy bonus made it too good.
    * Dash - Now costs 1 AP but the range of the ability is increased from 50% to 75% of movement range. Dash is one of the most abused abilities in the game because of its versatility. We do not want to reduce the fun factor of the ability or reduce its power but we want to limit the situations in which it is used. Before the change with 4 dashes a character’s movement range was 100% + 4 x 50% = 300%; after the change 0% + 4 x 75% = 300%. Mobility wise the ability is the same but provides less versatility when it comes to shooting and can effectively be used about 2 times per turn.
    * Induce Panic - Cost increased from 2 WP to 3 WP and 1 AP. The ability cost was way too low for its effect and the fact that it had no AP requirement made it spammable.
    * Bloodlust - Bonus speed and damage is capped at 50% bonus. The previous bonus of 100% was too strong and was leading to undesired exploits.

    Weapons:

    * Grenade Launcher - Accuracy increased. This change will reduce the frustration of players not hitting anything they want to.
    * PRCR Sniper - Damage reduced from 130 to 120. Statistics show that piercing weapons are overused because their power level was not on par with other weapons of the same tech level.
    * PRCR Assault Rifle - Damage increased from 30 to 40, burst reduced from 5 to 4, pierce value reduced from 20 to 10 and ammo capacity reduced from 40 to 32. Statistics show that piercing weapons are overused compared to other equivalent tech.

    Pandorans:

    * Mortar Chiron - Reduced explosive power from 60 to 50. Damage was reduced because on some maps players weren’t able to find cover fast enough.
    * Spawnery - Hit points are nearly doubled. It was too easily destroyed on Lair missions

    *Misc:

    * Mutog Recruitment - Cost of recruitment has been increased significantly. The previous cost was unintentionally low.
    * Human Enemies - Generally have more stat points, because they were too easily mind controlled or killed with one shot.
    * Medical Bay - Heals not only soldiers but Mutogs too for 4 hit points per hour. Before mutation lab construction there was no chance for the player to heal Mutogs.
    * Environmental Destruction - Floors and roofs can be partially destroyed by grenades now.

    Major Fixes:

    * Fixed a hang when a Mindfragger tries to mind control a decoy.
    * Fixed a hang when using the flamethrower near the edge of Alien Lair maps.
    * Fixed a hang when a Scylla used the Sonic Blast ability right after using the Mist Launcher.
    * Fixed a hang when breaking an Arthron’s gun arm while the enemy was stepping out of cover.
    * Fixed an issue where the player’s units could be deployed between impassable cover on some Disciples of Anu maps.
    * Fixed an issue where units would fall through stairs and die.
    * Fixed an issue where the player’s soldiers could deploy in the walls of a Phoenix Base mission.
    * Fixed an issue where vehicles couldn’t reach the evacuation zone on some maps.
    * Fixed an issue where the environment was blocking the passage to the Spawnery in Alien Lairs.

    Other Fixes:

    * Fixed an issue where vehicles had no collision with some unbreakable pillars.
    * Fixed an issue where enemy vehicles could be deployed on the roofs of buildings.
    * Fixed an issue where enemy Pandorans could not move from their initial deployment in Alien Lairs.



    So the majority of people on Snapshot's forums were begging for the devs to fix the major difficulty spike / balancing issues with the game, and the devs responded with a patch that nerfs what few abilities were making the game bearable for players in the late game. What an absolute disaster. I'm done with the game for the time being. Got plenty of better games to play. Will keep watch however.

  7. #107
    Thing What Kicks
    Registered: Apr 2004
    Location: London
    Christ, that's a massive list of nerfs. I mean yeah, there's a couple of enemy force nerfs there, but not nearly enough to keep them in line with the Phoenix Point troops.
    I can only hope that once it hits Steam, it gets Workshop support so the community can fix it.

    To be honest, I don't think Snapshot should have implemented ability trees at all seeing as they obviously don't know how to balance them. They should have stuck with just stats. It worked for the original X-Com.

  8. #108
    Member
    Registered: Aug 2004
    Quote Originally Posted by Malf View Post
    To be honest, I don't think Snapshot should have implemented ability trees at all seeing as they obviously don't know how to balance them.
    Dunning-Krueger? You can't really know that you don't know how to balance ability trees without knowing how to balance ability trees.

  9. #109
    Chakat sex pillow
    Registered: Sep 2006
    Location: not here
    Quote Originally Posted by Pyrian View Post
    Dunning-Krueger? You can't really know that you don't know how to balance ability trees without knowing how to balance ability trees.
    May be Dunning-Kruger, but that's not as tautologically symmetrical as you make it appear. Someone without experience in balancing ability trees can know their system's fucked by simply getting feedback about it from playtesting, while not being immediately aware of how it should be fixed.
    Last edited by Sulphur; 17th Jan 2020 at 14:04.

  10. #110
    Member
    Registered: Aug 2004
    Quote Originally Posted by Malf View Post
    To be honest, I don't think Snapshot should have implemented ability trees at all seeing as they obviously don't know how to balance them.
    Quote Originally Posted by Pyrian View Post
    Dunning-Krueger? You can't really know that you don't know how to balance ability trees without knowing how to balance ability trees.
    Quote Originally Posted by Sulphur View Post
    Someone without experience in balancing ability trees can know their system's fucked by simply getting feedback about it from playtesting, while not being immediately aware of how it should be fixed.
    Yeah, but Malf suggested they not implement them in the first place.

  11. #111
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Today, the devs released a feedback form, where players can vote on what needs to be changed/balanced/fixed:
    https://phoenixpoint.canny.io/feedback

    The plan is for people to vote on things, then the devs look at what is getting the most votes and then go work on implementing it. Be interesting to see how it goes, though it does delay things somewhat.

  12. #112
    Moderator and Priest
    Registered: Mar 2002
    Location: Dinosaur Ladies of the Night
    Kinda glad I held off on grabbing this one. Sounds like it's a good game that needs a bit more TLC and maybe DLC to reach its full potential.

  13. #113
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Well the later DLC will be adding in more XCOM-y stuff like air battles, more enemy and mission types, more stuff to research and get etc etc.

    I'd DEFINITELY recommend holding off till at least a few more patches are released.

  14. #114
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    New patch dropped an hour ago.

    Today we released patch 1.0.55225 “Miskatonic” for Phoenix Point on the Epic Games Store to address the following bugs:

    MAJOR FIXES:

    * Fixed a hang when using the Technician’s Manual Control ability on a structural target
    * Fixed a hang when a Technician’s turret returns fire and kills an enemy
    * Fixed a hang when entering the Scarab in the first Tutorial mission
    * Fixed an issue where the player’s units could be deployed inside of walls on some story missions
    * Fixed an issue where the Spider Drone Pack ability claimed the player didn’t have enough ammo
    * Fixed an issue where loading a game with the bonus power research caused the player’s facilities to power down
    * Fixed an issue where Dash, Jet Jump, Deploy Turret, and Vanish couldn’t be used on specific maps
    * Improved the Scylla’s AI so it no longer spawns Mindfraggers inside environmental objects
    * Fixed an issue where the player’s units couldn’t navigate certain parts of the Moonshot mission

    OTHER FIXES:

    * Fixed an issue where Synedrion Research maps didn’t spawn enough consoles for the player to hack
    * Fixed an issue where vehicles and Mutogs couldn’t navigate Phoenix Base maps
    * Fixed an issue where units could walk inside certain walls of the Phoenix Base maps
    * Improved the collision box of certain environmental elements inside Alien Bases which blocked shots
    * Fixed an issue where certain cover spots in Synedrion maps weren’t shown by the UI
    * Fixed an issue where units couldn’t vault over some windows in New Jericho maps
    * Improved the transparency effect on certain buildings inside Synedrion maps
    * Added enemy reinforcement icons to Ambush maps
    * Fixed an issue where the player’s units couldn’t jump through circular windows on the roofs of Disciples of Anu maps and destroying the window broke the whole building
    * Fixed several issues where environmental props remained floating in the air when the floor beneath them had been destroyed.



    So still no game balance changes. Hold off on playing the game is my advice. The one positive change from this one, is that the finally fixed the power bug, where if you had the power upgrade (via Synedrion) on loading a game it wouldn't check for that and leave buildings in an unpowered state once it hit the standard power limit.

  15. #115
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    A massive patch was put out today for Phoenix Point:

    Armor Changes:

    * Acid damage application now works like poison (the acid damage is subtracted from the armor each turn and then the amount of damage is reduced by 10). This increases the potency of acid by a lot but is still not a one shot mechanic.
    * Re-adjusted acid values on different items to match the new damage application.
    * Shred on weapons is increased across the board with notable mentions of Assault Rifles having base shred of 1 so that they are no longer ineffective against armor. Grenades will now have 10 Shred up from 3. Shred for the Pandorans is not increased but this change will affect human enemies.

    Weapon Rebalancing:

    * Virophage weapons have big buff on their damage.
    * Paralysis weapons of Synedrion have increased paralysis values.
    * Melee weapons have their damage buffed by 20 across the board.
    * Viral weapons of Anu have their effect buffed by 50%.
    * Anu mutation shooting arm has its damage increased by 25%.

    Evolution System:

    The evolution system progression was advancing too rapidly from tactical battles and less from with time - we are changing this to be weighted more towards the time component making the whole progression a bit smoother.
    We are adding a difficulty component to evolution progression effectively slowing down Pandoran evolution (encountering elite units) for easier difficulties.

    ODI:

    We have made changes to the ODI to increase the pressure on higher difficulties.
    If the player does nothing to stop the pandorans:
    * Easy - The game should end in 6 months ingame
    * Normal- The game should end in 5 months ingame
    * Hard - The game should end in 4 months ingame
    * Very Hard- The game should end in 3 months ingame

    Dynamic Difficulty:

    * Changed the way mission success/fail is evaluated.
    * Change the expected outcome in favor of the player.
    These changes mean that the player performance during missions will need to be higher (fewer casualties) for the difficulty to increase.
    * Changed the effect of Dynamic Difficulty based on game difficulty (On Easy it will be much more forgiving).

    Training and Soldier Progression:

    * Soldiers will gain fewer Skill Points (SP) when they level up (20 down from 50) but will gain 10 SP for every successful mission.
    This will make soldiers levelled solely with training facility less efficient then battle experienced soldiers.
    * Soldiers will continue to receive SP even at max level making maxing out a souldier possible (it will still take a lot of missions to do so).

    Pandorans:
    * Tritons will be able to use Priest weapons (Viral Weapons).
    * New acid mortar Chiron body part.
    * New normal/elite acid grenade launcher bodypart for Arthrons.
    * New normal/elite viral machine gun launcher bodypart for Arthrons.

    Phoenix Base Attacks:

    * You will now have a minimum of 12 hours to prepare and respond to an attack on one of your bases.

    Stealth:

    * Enemies are revealed in 5 tile radius (if they’re in LOS).
    * Attacking without a silent weapon reveals the actor if in LOS.

    Factions and Missions:

    * New subfaction - The Forsaken
    *Appears after Anu researches the mutation tech .
    *Can have all classes Anu have unlocked.
    *Can have all weapons Anu have unlocked.
    * Missions
    *Forsaken can appear in Havens attack missions of all factions.
    *Forsaken can appear in scavenging missions and ambushes.
    *Anu/NJ/Syn can appear in scavenging and ambush missions if at bad relations with the Phoenix Project and if they Havens close to the site.
    * Factions War
    * Reduced the rate of attacks.

    Controls:

    * Enabled rebindable keys.



    So all in all finally a good patch. The good side is that this will make the game easier for players, especially on the lower difficulties. The bad side is that the only way you get to benefit from the changes to the evolution is to start a new game. Nows the time to play, especially as the first of the DLC, Blood and Titanium will be coming out within a day or 2.

  16. #116
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    2 days ago, the "Derleth" patch dropped for the game:

    Today we have released the “Derleth” patch which addresses a number of bugs, balance changes and gameplay updates. This includes a reduction to acid damage. We have plans to further address the way which acid works in a future patch.

    Features

    * Changed the Lair missions’ layout and objective. Players now have to evacuate all of their units after destroying the Spawnery.
    * Units are no longer interrupted while they are using the Dash ability.
    * Added a new model for the Scavenger Sniper.
    * Added projectile penetration to all weapons. Now if a projectile hits and destroys a wall or body part the projectile will continue flying with the remaining damage.
    * Virus damage ticks on the affected target’s turn just like other damage over time effects.
    * Added event filters that trigger music according to the missions and factions related to them.
    * Added new tactical music.
    * Balanced sound levels for most of the tracks.
    * Added an HP bar to weapons that appears when you select a weapon that is damaged while in the Tactical layer.
    * Added a character info tooltip when hovering over a character that is not currently selected by the player.
    * Replenish screen now gives the option to replenish ammo for weapons that don’t have any magazines in storage.
    * Partially full magazines will not be visible in the equipment section of the Personnel tab. They will be used to automatically refill their respective weapons after a Tactical mission.
    * Added more recruit info in Haven screens showcasing the recruit’s skills, stats and weapons.
    * Havens with recruits now have an icon next to them showing the recruit’s class.
    * Added a new trading interface accessible from Geoscape without going into Haven info that has a slider and trade all button.
    * Added a new set of encounters when a player becomes Supportive, Aligned, or Allied with any faction.

    Balance changes

    * Disabling certain Spawnery body parts now causes the target to receive more bleed damage per turn.
    * All mind control abilities can be used only once per turn.
    * Reduced the damage on alien enemies’ acid weapons and attacks:
    * Siren Acid Spray reduced from 40 to 30 acid per tick
    * Acid Grenade Arthron reduced from 20 to 10 acid per tick
    * Elite Acid Grenade Arthron reduced from 30 to 20 acid per tick
    * Acid worm explosion reduced from 50 to 30 acid per tick
    * Chiron acid mortar reduced from 20 to 10 acid per tick

    Bug Fixes

    * Fixed an issue that was causing only a smaller portion of the maps to be generated.
    * Fixed a series of hangs that were caused by various edge cases involving the Panic status.
    * Fixed a hang when Overwatch fire destroyed an enemy’s weapon right as they were about to shoot with it.
    * Fixed an issue with the Microsoft Store version of the game causing users who edited their keybinds to have their UI corrupted after loading a saved game.
    * Fixed a hang when the Scylla used abilities related to the Spitter Head body part.
    * Fixed a rare hang that occurred when Spider Drones tried to move when they had few AP remaining.
    * Fixed a rare hang that occurred after successfully defending a haven with low population numbers.
    * Fixed a rare issue that caused the player-controlled aircraft to freeze mid-flight.
    * Fixed an issue where the player’s aircraft couldn’t move after acquiring more than 10 total ships.
    * Fixed an issue that made the overwatch cone bigger at night despite the player’s units having reduced perception.
    * Fixed an issue with Gungnir SR-2’s overwatch cone being too short.
    * Fixed a performance issue before activating the Dash ability on certain maps.
    * Fixed an issue where players weren’t receiving the damage bonuses from certain alien vivisection researches.
    * Fixed an issue which caused the camera to focus on the Pacific Ocean when loading a Geoscape save.



    For me this was the most positive patch so far, so I took the plunge and gave up on my earlier play through on veteran difficulty (after hitting a brick wall of difficulty), and have started afresh on rookie. The changes to trading are welcome, and the new music fits in quite well. Far too early to judge, since my issues with the game did not start until later on last time.


  17. #117
    Member
    Registered: Mar 2001
    Location: Melbourne, Australia
    Yesterday a new patch dropped:

    Today we released our Danforth update which significantly updates some core game mechanics, adds mission and map variety, and addresses multiple bugs.

    Feature Changes

    Scavenging Sites Rework and Overgrown Environments

    Scavenging sites are now bigger and split up into three types based on the objective.

    * Recovering resources
    * Rescuing soldiers
    * Recovering vehicles

    Players can encounter any one of these three types of scavenging site missions and they’ll have to complete the objectives while fending off against constant enemy reinforcements.

    Later in the game, players will encounter the Overgrown variant of the scavenging sites which offer better rewards.

    Pandoran Citadels Rework

    Pandoran Citadels are now bigger and have a more labyrinthian design with high walls blocking the players’ line of sight.

    Weapon and ammo crates can now be found in Citadels as well as alien structures.

    Scylla Rework

    The Scylla has more Hit Points and more armour on each body part. Disabling any of its body parts results in more stacks of Bleed damage.

    Personnel Recruits

    Players can now recruit soldiers from the Personnel section after researching Haven Recruitment Protocols. These soldiers won’t have armour or weapons and will refresh every 3 days.

    Dismissing Soldiers

    Players now have the option to dismiss any of their units at any time by selecting them through the Personnel screen

    Haven Defense Resident Soldiers

    When defending a Haven, players will now find resident soldiers fighting with the attacking forces. If a player unit comes close to a defending unit, the player will gain control of that unit for the rest of the mission.

    Haven Defense Starting Mist

    If a haven is covered by mist in the Geoscape then there will also be mist after loading into the map itself.

    Status Effect Interactions

    The following status effect interactions have been updated:

    * Sirens and Priest units will lose mind control of all units as soon as they become dazed or paralyzed
    * Daze and Paralysis remove the overwatch status from a target, as well as the ability to return fire
    * Daze and Paralysis remove reactive abilities from enemies like the Triton’s chameleon ability, Scylla’s mist spawning torso, and the Sentinel’s Preparation ability
    * Panic removes return fire, overwatch, and mind control
    * A unit with overwatch set cannot return fire
    * Turrets and vehicles are immune to paralysis, daze, bleed, and mind control
    * Mind controlling a Siren removes its mind control of other characters
    * Melee attacks don’t trigger return fire

    Save System Updates

    If changes to the game lead to a player’s Tactical saves being invalidated, they will instead receive a warning message and be returned to the Geoscape right before they started the mission.

    Turrets and Spider Drone Updates

    Turrets and Spider Drones can now be manually controlled by the player as long as they have a Technician or Infiltrator under their control. This control lasts as long as those units stay alive or do not become mind controlled. If the units leave the battlefield or become mind controlled then the turrets/spider drones will continue moving and shooting using their own AI.

    Balance / Other

    * The maximum Speed stat a soldier can have has been reduced slightly and levelling up the Speed stat costs more SP
    * Vehicles and Mutogs have increased HP and Mutogs deal more damage making them more valuable to the player
    * Changed the background colour of several Geoscape screens such as the Personnel, Equipment, Deployment, etc.
    * Made changes to the explosive barrels so that only the largest explosive tanks will explode after getting hit

    Bug Fixes

    * Enemies stuck in the environment will now die if they can’t move at the start of their turn
    * Fixed a hang when disabling one of the Chiron’s legs
    * Fixed an issue where after loading a Geoscape save the player wouldn’t be able to move their selected aircraft
    * Fixed a hang after a Mutog attacked an enemy close to an exploding barrel
    * Fixed a hang after a friendly soldier died from bleeding out
    * Fixed a hang after a Mindfragger attempted to mind control a vehicle
    * Fixed a hang after a Triton was hit by a fire grenade
    * Fixed a hang after a friendly unit was killed by a melee attack and the unit dropped a specific item
    * Fixed a hang after an enemy moved and discovered several units and objectives
    * Fixed a hang after an overwatch shot destroyed an enemy unit’s weapon
    * Fixed a hang after an enemy tried to heal an ally that was killed by an overwatch shot
    * Fixed an issue where landing with a Jet Jump on certain platforms would instantly kill the player’s unit
    * Fixed an issue where the player’s containment was emptied after loading a Geoscape save
    * Fixed an issue where Mindfraggers would lose their collision after attaching to a unit
    * Fixed an issue where enemies would spawn inside certain environments’ props
    * Fixed an issue where vehicles had no collision with certain environments’ props
    * Fixed an issue where destroyed havens would remain in the Geoscape’s objectives
    * Fixed an issue where the remove Mindfragger ability can take upwards of 15 seconds to complete
    * Fixed an issue where certain weapons couldn’t reload even if the unit has ammo in its inventory
    * Fixed an issue where switching from the Equipment to the Manufacturing screen and then to the Personnel screen would cause certain pieces of equipment to disappear
    * Fixed an issue where the Yugotthian Entity can cause 0 damage with its Mark of the Void ability
    * Fixed an issue where the research for Alien Citadels was unlocked by destroying a Nest
    * Fixed an issue where the objective buttons in the Geoscape were smaller than their icons
    * Fixed an issue where the “Tab” key didn’t work in the Free Aim mode
    * Fixed an issue where a character info screen with random characters and symbols would randomly appear in the tactical portion of the game
    * Fixed an issue where loading a save during the Geoscape tutorial would not update the objectives and the tutorial couldn’t be finished
    * Fixed an issue where a Scylla’s movement can be heard during the cinematic after loading into the mission
    * Fixed an issue where the evacuation zone for some Synedrion maps was placed in the middle of the map
    * Fixed an issue where the “Replenish All” button wasn’t greyed out after replenishing all of the items
    * Fixed an issue where the right Ctrl button couldn’t adjust the overwatch’s width
    * Fixed the “Hide Helmet” text not fitting in its UI box within the Customization screen
    * Fixed an issue where the “Will Points” text spilt out of its UI box in certain languages



    So all in all a good update, though not all the issues in are game were fixed. For example a bug which sometimes causes Havens under attack to be instantly destroyed after 1 hour of in-game time passed is still in (apparently). But the rest of the fixes and changes are welcomed.

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