Weird thing is that the UI from the alphas was better (aesthetically, it worked the same)But the worst offender is the UI, it just looks so darn unreadable, paired with some strange control choices (probably due to having gamepad support).
Weird thing is that the UI from the alphas was better (aesthetically, it worked the same)But the worst offender is the UI, it just looks so darn unreadable, paired with some strange control choices (probably due to having gamepad support).
No, you choose it at campaign startCan't you change the difficulty midway?
DLC2 brings in some tougher enemies. DLC1 only brings in bad AI enemies with tank like armor.This game actually owns and I'm losing sleep playing it. Thinking about restarting on a harder difficulty and maybe even buying all the dlcs cause normal is cake so far.
There is a normal minigun and acid shooting minigun. No mechs but you can have self driving vehicles during combat. There are kind of exoskeleton suits but also you can replace whole body parts with mechanical version that give you different abilities, immunities and stats.Is there miniguns, mechs and exoskeleton suits? JUST TELL ME
This was fixed at start of summer. Enemies now progress with time depending on difficulty you chose, your actions have an effect but it is small. At the same time, training facilities still give you XP but you get less skill points from leveling up and the rest you get by successfully finishing missions.haven't played it since launch. Did they tweak the game so it is not encouraging player to skip random mission to avoid enemy progression ?
Or is it still like previously where random mission should be avoided unless necessary?
You can now hire soldiers in two ways. You can recruit those offered directly to your base, they only cost food and always come with no equipment and mutations/cybernetics. Other way is like at release, you go to Havens and hire them from there. The level of equipment they come with depends on difficulty. Higher difficulty, less equipement.Is equipment still relegated to difficulty? I don't want HP bloat, but I don't want my soldiers to come fully decked out either
I'm hoping this is changed for the Steam release.
Thanks. I can't do brofist.This was fixed at start of summer. Enemies now progress with time depending on difficulty you chose, your actions have an effect but it is small. At the same time, training facilities still give you XP but you get less skill points from leveling up and the rest you get by successfully finishing missions.haven't played it since launch. Did they tweak the game so it is not encouraging player to skip random mission to avoid enemy progression ?
Or is it still like previously where random mission should be avoided unless necessary?
ARKHAM UPDATE (V1.8) - PATCH NOTES
Our latest patch is a big one! With help from our community of players and in-game telemetry, we’ve packed the Arkham update with plenty of improvements and modifications. Arkham is out on Wednesday, November 4, 2020.
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Geoscape
Tactical
- Improved aircraft selection UI
- Added Phoenix base selection functionality
- Reworked personnel screen
- Vehicles are shown along the soldiers
- Soldiers and vehicles are divided by the location they are at
- Added basic stats for each soldier and service record
- Character equipment and training screens are merged and information for stealth, accuracy and perception is added
- Dismiss of soldiers is now accessible only from this screen
- There is a new tab in personnel screen showing the soldier memorial
- New game over screen with gameplay statistics
- Factions can now attack Phoenix bases when at war with Phoenix
- When New Jericho is attacking a Pandoran base now you can join in the attack and you will encounter some of their soldiers in battle
- Ancient Guardians: expanded list of resistances
- Project Glory now researchable after the first mention of the ancient civilization in the main story
- Bionic Fortress: increased deployment
- DLC 1 and 2: a number of missions have rewards increased
Other
- Visual upgrade of the tactical UI
- Portraits are now showing hit points along with will points and action points
- Advanced information about weapons can be activated from the gameplay options
- Controller scheme rework - complete rework of Tactical and Geoscape controller scheme, there is no longer a free cursor in the game
- New neutral haven special mission
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Bug Fixes
- Fixed a hang when evacuating from an Ancient Site defense mission.
- Fixed an exploit where players could scrap items that were already scrapped thus gaining infinite resources.
- Fixed an issue where some evacuation points on Anu maps would appear floating in the air.
- A materials reward is now present in the Victory briefing screen after capturing an Ancient site.
- Disabling an enemy unit's equipment/weapon will trigger its flinching animations.
- Fixed an issue where boulders were blocking an evacuation zone on some Scavenging maps.
- Fixed an issue where Triton enemies could spawn inside some environmental props on Scavenging maps.
- Fixed an issue where the player's units couldn't use ladders on some New Jericho maps.
- Fixed an issue where vehicles couldn't move on some New Jericho maps.
- Fixed an issue where a Pure soldier's shield would remain in the air after the unit gets killed.
- Fixed an issue where a string of text appeared while aiming a Chiron enemy's Agile Leg body part.
- Fixed an issue where The Exalted could overcharge her Will Points above her maximum value of 28.
- Fixed an issue where the Dazed animation would sometimes appear on the ground.
- The Hatching Sentinel's electrical visual effects can no longer be viewed before discovering the enemy.
- The Status - Psychic Ward ability should appear only once in the character info section.
- Fixed a hang when a Heavy damages its own Fury-2 launcher while shooting with it
- Fixed an issue where players couldn't save their game when loading an autosave
- Mind control can't be used by targets that are Dazed anymore
- Fixed an issue where the players were receiving notification for Timed Missions expiring when they weren't revealed yet
- Jet Jump can no longer be used in some Alien Nest missions
- Fixed the fence at the start of the Prisoner of Ice mission from blocking vehicles
- Poison stacks will no longer be reduced upon loading saves where units have been poisoned
- Fixed an issue where units entering cover in a specific corner of an Anu building would kill them
- Sentinels can no longer enter their Preparing state when under the effects of Daze
- EMP grenades now deal damage and disable Spider Drones
- Fixed an issue where vehicles could deploy in buildings on certain Haven Defense missions
- The Neural Disruption ability will now disable the Siren's Mind Control ability
- Fixed an issue where the Priest's Radiant Hope aura was still in effect after being evacuated
Phoenix Point: Year One Edition Moves To December 3rd
Year One Edition to release one week earlier than planned
Phoenix Point, the turn-based strategy game from X-COM creator Julian Gollop and Snapshot Games, announced that the upcoming “Year One Edition”, which collects the game with all previously released DLC and digital extras, will now release for Windows PC and Mac on December 3rd, 2020. This is one week earlier from its previously announced date of December 10th. Phoenix Point: Year One Edition will be available from most PC digital retailers, including Steam.
Snapshot Games Head of Marketing, Eric Neigher said: “We know a lot of fans have been eagerly waiting for Year One Edition since we announced it earlier this year, and that’s why we are extremely pleased to be able to bring it to them a week earlier than we had planned.”
Phoenix Point: Year One Edition includes all previously released content: 3 DLC Packs (“Blood & Titanium”, “Legacy of the Ancients”, and the “Living Weapons Pack”) and a slew of updates, upgrades, fixes, and new content suggested by the community.
“Year One Edition is the best, most complete version of Phoenix Point yet released, and we’re excited for players to dive into new campaigns with new challenges,” said Julian Gollop, CEO of Snapshot Games and Lead Designer for Phoenix Point. “The team has worked extremely hard to get Year One Edition ready to go, and we know players are going to appreciate that hard work when they play the game.”