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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 15:04.

  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.

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