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

Haba

Harbinger of Decline
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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
You can't do that, if you spent all your money on booze, hookers, and blow.

Devs should live like rock-stars, and die like rock-stars.

Imagine Peter Steele being still alive and having to justify his "problematic" songs in 2020.
 

ArchAngel

Arcane
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Mar 16, 2015
Messages
19,975
Apparently next patch should be a big one with new maps, reworked Scavenging missions and other improvements.
  • New maps/tilesets for Scavenging missions

  • Changes to the way resources are recovered from Scavenging missions

  • New Scavenging missions to obtain vehicles

  • New Scavenging missions to obtain new recruits

  • Haven AI defenders!

  • Updates to Citadels

  • ....and more
 

warpig

Incel Resistance Leader
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Mar 24, 2013
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7,364
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lmaoing @ your life
You can't do that, if you spent all your money on booze, hookers, and blow.

Devs should live like rock-stars, and die like rock-stars.

Imagine Peter Steele being still alive and having to justify his "problematic" songs in 2020.
He wouldn't have to justify shit. These kind of musicians can just stick to their target audience and ignore normie scum and cucks who don't even listen to their music(and never will no matter what). Game devs should do the same.
 

Polanski

Scholar
Joined
Dec 19, 2015
Messages
142
https://phoenixpoint.info/blog/2020/5/29/danforth-update-june-2020

DANFORTH UPDATE - JUNE 2020
With the next major update for Phoenix Point, which we’re calling “Danforth,” rapidly approaching, we’d like to give you the rundown on the features and changes that you can expect to see.

IMPORTANT INFORMATION: Due to the changes made to tactical missions, any mid-mission saves may be invalidated. Should you try to load a save-game made during a tactical mission, you may be sent back to the auto-save made before the mission began.

We advise any players with ongoing campaigns to complete any missions in progress and make a new save on the Geoscape before applying this update.

Scavenging Missions
Previously, Scavenging Missions required the player to clear the area of all hostiles, while the hostiles tried to actively destroy resource containers scattered around the map.

The redesigned Scavenging Missions will now see enemy reinforcement waves continuously enter the map. No longer will the player be tasked with clearing the enemies. Instead, the player will need to grab what they can and evacuate from the area before being overwhelmed by enemy waves. The longer players stick around, the more resources they may potentially be able to gather - but the greater the risk of being overwhelmed by enemy forces.

There will also now be three different types of Scavenging Sites:

Resources
Like before, these missions will focus on recovering Tech, Food, and Material resources. These resources can now be found in supply crates around the map, along with weapons, ammo and equipment. The player will need to loot the chests and transfer supplies into their inventory to hang onto them. Once the player evacuates the map, all of the resources they are carrying will be recovered.

Recruits
Some Scavenging Missions will have new recruits which can be rescued to join your ranks. These recruits will be located somewhere on the mission site. They will be neutral to your forces and hostile to the enemy forces. Once reached, they will fall under the player’s control and must be evacuated like the rest of the player’s forces.

Vehicles
Much like the Recruit missions, there will also be vehicles available to find and recover. Like with the recruits, the player will need to reach these vehicles and get them safely to the evac zone.

Overgrown Maps
In addition to the general Scavenging Site updates, we’ve also added a new tileset, the “Overgrown” maps. These maps will be found later in the campaign and will offer better rewards than the early game sites.

Overgrown+3.jpg


Improved Citadels
We have reworked the Citadel maps. There are now a greater variety of map layout possibilities, with Citadels now having a more labyrinth-like feel. This will provide more cover options and help to break lines of sight over large areas. Weapon and Ammo crates have also been added to Pandoran Citadels.

Scylla.PNG

The Scylla herself has also seen some changes. Previously, with the correct combination of abilities and weaponry, she could be taken down fairly quickly. In the update, The Scylla has received an increase to her overall health pool and armor but now will receive extra bleed damage from disabling individual body parts. This will bring the Scylla encounters back in line with the intent of players needing to chip away at her over a number of turns.

Recruiting at Base
We have added more options for obtaining new recruits in the Danforth update. The player will still be required to complete the “Haven Recruitment Protocols” research before getting access to new recruits.

However, once complete, the player will receive a selection of 1-3 new recruits which refreshes every 3 in-game days. These recruits do not have any armor or equipment (regardless of difficulty level), and therefore only cost food to hire.

The player can see the personal trait track and class of each soldier before deciding to hire them, and then recruit them to the base of their choice (providing there is living space).

Hire.png

We’ve also added the option to dismiss soldiers from the player’s squad, should space be needed for a different recruit.

The original Haven recruitment system remains unchanged.

Haven Defenders
One of the most requested feature additions up to this point involves adding faction forces in Haven Defense Missions. In Danforth, the player will now be joined by defending forces from the Haven when responding to an attack.

friendly+haven+units+02.png

In addition, Havens which are located in mist-covered areas of the world will have mist patches on the tactical map at the start of the mission.

Manual Drone Control
Technician’s Turrets can now be manually controlled on the player turn, provided the player has at least one active Technician on his squad. If all Technicians are killed, evacuate or come under the effects of Mind Control, the Turrets will revert to their AI control systems.

turret.png

This also applies to Infiltrator Spider Drones. The Infiltrator will have manual control over Spider Drones so long as the player has at least one living Infiltrator in play who is not under the effects of Mind Control. As with the Turrets, Spider Drones will return to AI control should there be no Infiltrator able to control them manually.

Status Effect Interactions
We have also made a number of changes and additions to various status effects which can be applied to the player and enemy units:

  • Sirens and Priests 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 should remove its Mind Control of other characters.

  • Melee attacks don't trigger Return Fire.
Release Date
We had originally intended to announce the release date in this blog. However, the Danforth update is huge with many large, codependent changes. As we want to make sure that all of these changes are working as intended, and not going to interrupt your current games, we may need to take a little more time as a precaution. We will, of course, keep you updated and announce a release date as soon as we can. Rest assured, this update is close and will be available in the coming weeks.

The Rest
There are also a number of bug fixes and minor balance changes which we will list in full detail in our release date patch notes, which can also be found on our forums.

We still have many exciting additions and changes already being worked on for our future updates, which are all part of our continued commitment to making Phoenix Point become the best game it can.


It sounds like the game is finally getting to a point where I want to do a complete playthrough.
 
Last edited by a moderator:

ArchAngel

Arcane
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Mar 16, 2015
Messages
19,975
Next big patch is here!!

Danforth Update - v 1.0.58746 - 11/06/2020
Phoenix Point



UnstableVoltage
Snapshot Staff
1h
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
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,975
After playing this new patch I must say the gameplay feels nice. And next patch should be even better.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,975
After playing this new patch I must say the gameplay feels nice. And next patch should be even better.

Next patch eta & info?
They said about same time as between this patch and previous so up to 2 months. And they only teased what it might have and that would be some kind of improvements on how game progresses and how exploration works. I guess they will give us more details as we get closer. Also 2nd DLC should be out at some closer point. And they said that they plan to improve how vehicles work after that.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,975
Here is more info about next patch:


Phoenix Point

@Phoenix_Point


The next update for Phoenix Point is code-named "Cthulhu" and will focus on game-balance and the strategy layer, including: Improvements to exploration and base defences, a new Pandoran research system and replacement for the ODI (doomsday) meter.
And in comments of it they say it is coming out next month. Considering they just had a big update with last patch I expect it to be closer to end of next month than start.
 

Shog-goth

Elder Thing
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Steve gets a Kidney but I don't even get a tag.
2020 ROADMAP
Latest Changes:
  • Blood and Titanium DLC - March 2020
    • Cybernetics
    • Subfaction added: "The Pure"
    • Subfaction added: "The Forsaken"
    • New missions and mission rewards
    • New weapons and armor
  • "Leviathan" Update - March 2020
    • Reworked difficulty
    • Reworked Pandoran evolution system
    • Reworked Oneiric Delirium Index
    • Tweaked weapon and equipment balance
    • Numerous bug fixes
  • "Derleth" Update - April 2020
    • Improved Lair missions
    • Improved character models and abiltiies
    • Projectile penetration for all weapons
    • New music tracks and revised, procedural music system
    • Added new missions when player's status with factions change
    • Numerous quality-of-life improvements
    • Numerous re-balance changes and bug fixes
  • "Danforth" Update - June 2020
    • Completely revamped Scavenging missions
    • Added new "overgrown" map types
    • Reworked citadels and citadel missions
    • Improved and expanded recruitment process and UI
    • Added AI-controlled Haven defenders to Haven missions
    • Added manual control of turrets and drones
    • Re-balanced status effects
    • Numerous re-balance changes and bug fixes
Coming Soon
  • "Cthulhu" Update - July 2020
    • Add Pandoran research system and tech tree
    • Revise Pandoran Mutation System in accordance with new research
    • Re-balance difficulty
    • Completely rework Oneiric Delirium Index
    • Add Haven/Human population survival objective
    • Improved base defense and option not to defend
    • Revise exploration and Phoenix Base discovery system
    • Numerous bug fixes
  • Legacy of the Ancients DLC - August 2020
    • Many more details coming soon!
 

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