Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Phoenix Point - the new game from X-COM creator Julian Gollop

PanteraNera

Arcane
Joined
Nov 7, 2014
Messages
1,024
Wait...so when you click on an enemy and you go to fire, you are saying you can stay in the isometric viewpoint?

Because what’s triggering me right now is the idea that I go into first person view every time I shoot.

Can you clarify that point?
Hm, well you go to third-person view / over the shoulder view, if you target enemies. From there with mouse scrolling you get into first person view (free-aim).

Wasn't targeting working the same in XCOM 1&2? (I honestly don't remember)
*edit* obviously regarding over-the-shoulder camera ;)
 

Mustawd

Guest
Wait...so when you click on an enemy and you go to fire, you are saying you can stay in the isometric viewpoint?

Because what’s triggering me right now is the idea that I go into first person view every time I shoot.

Can you clarify that point?
Hm, well you go to third-person view / over the shoulder view, if you target enemies. From there with mouse scrolling you get into first person view (free-aim).

Wasn't targeting working the same in XCOM 1&2? (I honestly don't remember)
*edit* obviously regarding over-the-shoulder camera ;)

Oh right. Forgot that part. Nevemrind. thanks for clarifying.
 

Shog-goth

Elder Thing
Patron
Joined
Feb 23, 2018
Messages
596
Location
R'lyeh
Steve gets a Kidney but I don't even get a tag.
That is only logical conclusions when one compares games made in Europe and those in USA in last 5 years.
Well, to be honest I helped to develop a couple of C64/Amiga games, so - if a recall correctly (damn senile memory) - it's a little more than 5 years... :P
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,287
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
GrainWetski if you have better solution for seeing where shots are going to land in game that's trying to model true line-of-fire; I would be glad to hear about it.
Is there any isometrical games that do good job of showing where shots are going to potentially land in cone of fire while you have to be aware of hazards of friendly fire and potentially volatile environmental objects?
 
Last edited:

udm

Arcane
Patron
Joined
Aug 14, 2008
Messages
2,761
Make the Codex Great Again!
To my knowledge even the best tactical games don't display perfect information. For example, in JA2, verticality has always been a bit strange to me; Silent Storm kind of mitigates this by being 3D (so you can really zoom in and see for yourself whether you have LOS). In X-COM, you have the issue of being able to see the enemy, but not being able to shoot due to them not being in your LOS :lol: (OpenXcom fixes this with the Force Firing option).

I think Phoenix Point has the best implementation with its free aiming + regular aiming system. I honestly don't mind if they impose a Willpower penalty to free aiming (it is stretching the belief of I GO U GO abstraction, after all). But I think having this dual implementation is for the best, especially in a 3D game.
 

Shog-goth

Elder Thing
Patron
Joined
Feb 23, 2018
Messages
596
Location
R'lyeh
Steve gets a Kidney but I don't even get a tag.
TlXix7o.jpg
 

UnstableVoltage

Snapshot Games
Developer
Joined
Jun 17, 2017
Messages
156
UnstableVoltage

Two questions, please:

1 - What's new in 1.2?

2 - What happened to 1.1?

No new content, just bug fixes and quality of life improvements (such as low-end graphics options, volume sliders, exit/restart buttons, the ability to disable controllers).

1.1 Had a few issues that slipped through, and 1.2 was already in testing, so we're just rolling with 1.2
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
20,070
UnstableVoltage

Two questions, please:

1 - What's new in 1.2?

2 - What happened to 1.1?

No new content, just bug fixes and quality of life improvements (such as low-end graphics options, volume sliders, exit/restart buttons, the ability to disable controllers).

1.1 Had a few issues that slipped through, and 1.2 was already in testing, so we're just rolling with 1.2
When is a proper Inventory UI coming?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,504
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Hmmm, missed this: https://www.pcgamer.com/phoenix-point-is-most-exciting-in-the-ways-its-different-from-xcom/

Phoenix Point is most exciting in the ways it's different from XCOM
We've been playing the first backer build of Julian Gollop's X-Com spiritual successor.

gVhsYMcqhJTeS5CArM6uyf-320-80.jpg


Tom and Sam have been playing the recently released first backer build of Julian Gollop's crowdsourced X-Com spiritual successor Phoenix Point. This is available to $40 tier backers of the game's Fig campaign, or anyone who pre-orders the game's 'Luxury Digital Edition' now at a steeper $50. Tom beat the Phoenix Point demo at the PC Gamer Weekender, but this build has been described to us by Snapshot Games as a fair bit trickier. This build also comes with a random map generator across two plot layouts, where the objective again is to take out every enemy with four soldiers. It basically functions as an early overview of the turn-based combat in the game.

The setup of the mission is pretty simple: your squad of troops is doomed, infected by the virus that plagues all living things in the game. With that in mind, you have to kill all the enemies that occupy a location called Fort Freiheit, making the best of the grim fact you're all going to be dead soon anyway. After a few turns, the giant mutant queen arrives in the level, and races towards your troops. Here's how we got on.

Samuel Roberts, UK editor-in-chief: I enjoyed this demo of Phoenix Point, Tom, even if it took a lot of trial-and-error to learn the best way to handle the game's enemies. What stands out is how the game incorporates flanking versus XCOM—how moving a soldier just a square or two over can open up an angle that'll do some serious damage to an alien enemy that had ended its turn pointing its fleshy shield—a portable cover point—in my soldier's direction.

The idea of targeting different body parts has lots of potential to set this apart from XCOM, and the queen in this demo shows how that might offer interesting strategic choices. Taking out its pincers to impair its ability to do damage, for example, or destroying its legs to stop it running towards you. Damaging the queen's thorax enough to make it bleed—making it lose a certain amount of health per turn—almost helped me beat the thing.

The potential for this system is less obvious with the standard enemies in this demo, but I like the idea that damaging different body parts affects them in different ways: affecting how many willpower points they have, or making them bleed, or how much overall damage it'll do to an enemy, or destroying their grenade arm. You can take a very granular approach to combat in each turn. Equally, your soldiers' body parts will be damaged in different ways—their guns can even be destroyed, which in this demo can make a huge difference to your chances of survival.

How do you feel about the way flanking works in Phoenix Point?

Tom Senior, UK online editor: It’s a significant change from XCOM’s decisive approach to flanking. You have to move out of the enemy’s forward arc to get your (massive) attack bonuses. Phoenix Point cares about the precise angle your gun has on the foe, so you can be in front and to the side of an enemy and make quite strong attacks. This rather undermines the poor shield crabs. They can move their shields to try and block shots, but it’s easy enough to make a short lateral move and get the shot you need. You’d think a crab would be particularly able to deal with enemies walking sideways, but there you go.

This small detail illustrates the way that Phoenix Point is aiming to be a more detailed sandbox take on the X-Com formula. Firaxis’ XCOM is very boardgame-like. You move your soldiers like tokens and they get one big dice roll to hit an enemy. In Phoenix Point individual bullets have varying chances to hit or scatter, and the game rarely shows you percentage chances. Instead the enemy’s health bar flashes to indicate the potential damage you’re doing to a given bodypart.

There are some new elements to the latest build of this demo that even move the game closer to something like Men of War. Your soldiers have backpacks and inventories, and you can pick up battlefield objects and discard your own kit. When one of my soldiers ran out of ammo I ran over to a box looking for more. I found just a grenade inside, which basically doomed that soldier to run at the enemy screaming and throwing bombs. The ammo restrictions are very punishing in this demo, which is nowhere near final balance, but the inventory system potentially means soldiers will be able to swap clips or scavenge new gear from the battlefield that you can use immediately.

Samuel: I like the potential damage indicators in this, and it's a bit of a relief to not get hung up on percentages nearly as much as I would with Firaxis's XCOM. This seems like something that has the potential to change before release—earlier screenshots do show more percentages. But here, it feels like you've got all the information you need to make a decision, with predictive red squares that represent blocks of health as likely damage and potential damage.

It's worth discussing the difficulty in this first backer build. It admittedly kicked my arse a bit, but isn't representative of the final game by any means. I asked Snapshot about how they're handling difficulty settings—they tell me they'll have a full range, and that the backer build hasn't been balanced. "You're also currently playing as a non-player faction and very limited skills [are] available," a spokesperson tells me. "There's so much still to be added in that the difficulty (amongst other things) should certainly not be taken as a representation of what to expect in the release build."

It's worth taking it for what it is, then: an early slice of the game to give backers an idea of how the combat works. Ironman mode-loving XCOM fans might get a kick from the challenge as it stands. There's a huge appetite for XCOM alternatives right now, and I think the dynamic damage and individual limb targeting is enough to separate them even at this stage, despite the game looking superficially similar.

Tom: The taskbar and the movement UI does make it look identical to XCOM in screenshots, but it already feels quite different. So much of the final experience isn’t represented here as well. The soldiers fit into familiar roles—assault, heavy, sniper—and I'd hope to see some variety here to put some distance between Phoenix Point and XCOM. Not that being like XCOM is a bad thing, I love those games, but the more PP can do to change things up, the more excited I will be. There’s the whole strategic layer yet to be revealed. I look forward to seeing more.
 
Joined
Nov 21, 2014
Messages
410
https://phoenixpoint.info/blog/2018...campaign=75d0864300-BACKER_BUILD_ONE_CTD_24_B
New backer update: target release date pushed back to June 2019 :negative:

RELEASE ANNOUNCEMENT + BACKER BUILD 1.2
Message from the CEO
When we launched our crowdfunding campaign for Phoenix Point in May 2017, we hoped that the game would be well received. But what has happened since has been phenomenal, with increasingly strong pre-orders and great press coverage. People’s expectations are higher, our team is growing, and Phoenix Point has become a bigger game. In order to realise this potential we need to push back the target release date to June 2019.

I believe we can create a game with high production values that will make a huge splash on launch. In order to achieve this we need to continue to expand the team and maintain our focus on quality. To be honest, this has been a slower process than I wanted, but I felt that we needed the best talent that we could find. I am glad to say that we now have 35 great developers in our Sofia studio, and as a consequence of our recent, excellent exposure we are attracting offers of help from game developers around the world.

For our backers who have pre-ordered the luxury digital edition we will commit to a new Backer Build at least once every two months up to the point of release.

I hope you will support our decision, which I believe is in the best long term interests of the game, and on behalf of the whole team we would like to thank all our backers for their support and faith in our vision for this ambitious and exciting project.

Thank you,

Julian

Backer Build v1.2 (PC/Mac/Linux)
Within the next day, we will deploy Version 1.2 of our Phoenix Point Backer Build. This version includes numerous bug-fixes and quality of life improvements. Version 1.2 also includes the Mac and Linux builds. We would once again like to apologise for the delay in delivering the Mac and Linux builds, but hope you understand the decision we took not to release them until the major technical issues had been resolved.

As with Backer Build One, you should receive an email from Xsolla (noreply@xsolla.com) with your unique download link to the builds. Please add the email address to your whitelist to ensure that the email doesn't land in your spam folder.

All distribution is handled by Xsolla. If you do not receive your email, please contact Xsolla support to assist you - support@xsolla.com or via http://help.xsolla.com

The servers can come under load during the downloading process, so if you're unable to download the files instantly, please wait a short time and try again.

Backer Build v1.2 Release Notes
Features:

  • Added basic options screen with sound controls, buttons to quit and button to disable the gamepad
Bug Fixes:

  • Fixed various problems that caused the game to become stuck and not able to continue
  • Fixed various map passability problems
  • Fixed a bug causing the queen not to attack if she moved in her turn
  • Fixed an issue causing the first person targeted shots to be fired in the wrong direction
  • Improved the AI behaviour of the crabmen gunners
Known Issues:

  • If you have a gamepad that's not compatible with the XBox Game Controller (XInput controller) your may have strange camera behaviour (e.g. camera goes constantly in one direction). Use the options screen to disable the gamepad input.
  • [Linux] Intro movie is disabled
  • [Linux] When typing in the issue reporting tool each letter appears twice. Just type your report in an external tool and use ctrl + v to paste it in the box.
  • [Mac] You can't open the game guide from inside the game. It is packed as a .pdf file in the build .zip file
  • [Mac & Linux] Small graphical glitches (Z fighting) on some locations on the map
 

Shog-goth

Elder Thing
Patron
Joined
Feb 23, 2018
Messages
596
Location
R'lyeh
Steve gets a Kidney but I don't even get a tag.
Julian Gollop said:
People’s expectations are higher, our team is growing, and Phoenix Point has become a bigger game.
In which way? You will include from the start the underwater missions and floating fortress? Otherwise what's new compared to the initial vision? You're just bloody late, that's all.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom