This is an excellent idea as well - for the game side - but still leaves us wanting for the same option for the mods. Would be about perfect if that would be possible as well.Better than that is what paradox does, when an update is released, they move the old version to a beta branch, so you can always select which version to play, even the ones from years ago.
This has basically been a requested workshop feature since... ever.This is an excellent idea as well - for the game side - but still leaves us wanting for the same option for the mods. Would be about perfect if that would be possible as well.Better than that is what paradox does, when an update is released, they move the old version to a beta branch, so you can always select which version to play, even the ones from years ago.
Today’s new story:
The Claimed Idol, by Allen Stroud
Here is a new interview with Julian Gollop at RPGCodex
Flamerthrowers
Among the special weapon techs developed by New Jericho are lethal flamethrower devices. These weapons are great at dealing with alien nesting sites or clone pods, and they are pretty useful in many other situations too. It’s probably not a good idea to use them while defending your own bases though, unless you don’t mind a bit of collateral damage.
These 3 examples have been designed by our 3D artist, Samuil Stanoev
Not any sort, a good gameplay video.I think all it needs for a spike in pledges is a gameplay video of any sort
Today's new story:
Fragments of Knowing, by Allen Stround
We are going to be adding some new reward tiers shortly, following some requests from backers. We have some ideas already, but we are still looking for more.
You can participate in this subreddit thread, or just add comments below if you have any suggestions.
Alien Sniper
Here is an early concept by our art director, Borislav Bogdanov. A mixture of human and deep sea fish DNA is used to create an elite alien sniper soldier with enhanced perception and night vision.
Here is today’s new story snippet:
Hafgufu, by Thomas Turnbull-Ross
Floating Base Design
Bobby and Slavi have created a design for the Phoenix floating base. It’s a bit of a monster, riding on two large ship hulls. The defence systems including remotely operated, floating gun turrets.
FAQ Update
These are the new additions:
How will the shooting work? Will it have more realistic ballistics simulation?
Currently we have a system similar to modern XCOMs. We will soon prototype a more simulated ballistics system, but we have to solve some interface/feedback issues. The player needs to have a some idea of what kind of damage might be expected from a particular position. The cover system will obviously be different, and it also needs to integrate with the hit location system. We have a plan, so we will see how well it works.
How will stealth work? Aside from silenced weapons like the crossbow, are there any other mechanics?
We have a design for this, although it is not currently implemented or tested. The system is based on detection ranges based on a character’s perception attribute modified by equipment and abilities. Various abilities and tech may reduce those ranges. You will be able to see detection ranges for known enemies. Normally, using a weapon will make a character spotted, but stealth weapons negate this.
Is the map randomly generated?
The battle maps will be generated using randomly selected, pre-designed components as in original X-COM and XCOM 2. We will add variable positioning of obstacles, such as barriers and vehicles. Additionally, locations may have already suffered significant battle damage before your squad arrives, creating more of an appearance of a war zone.
How will research work? Will there be a UFOpedia like classic X-COM?
Research will be based on a tech tree which will be revealed as the game is played. Each of the factions possesses some unique tech at the start of the game, and they will engage in their own research and development. You can acquire their tech, and there will be some unique options for the player based on combined tech from two or more factions. There will be a UFOpedia style database which you can access any time.
What are the estimated system requirements?
We cannot say for sure yet, but we realise this is a concern for many players. The requirements definitely won’t be too onerous, and there will plenty of options to optimise performance to run on lower end machines.
I'm sure there's still more to come in the remaining campaign time. Plus, it says there will be two more just for the book.Will be a thin book. In other words we need more stories!
Existed the last time I got an alert for something I haven't checked in years. Which was about yesterday or so, so I guess it's still there.Maybe I'll revive my fan fiction career. Fanfiction.net have an entry for PP yet? Does FF.net even exist anymore?
the best days of the xcom franchise were the ones where the player had to build living quarters large enough to accommodate soldiers, scientists and engineers, had to take into account how large are his storage facilities and if he has enough room to hoard all that exotic shit, had to manufacture that special ammo and think how much ammo would take into combat and build base defenses that invaders would have a hard time to crack
I don't see Phoenix Point having the worry about accommodation much, seeing how we've been told that soldiers are more difficult to acquire this time and I'd expect it to go the XCOM 2 route of only having a few scientists and engineers as well due to similar story reasons of only having a small group of Phoenix Project specialists to work with in a more or less isolated haven and less people being around in general. There's been no real information on storage, ammo types (although a variety of weapons has at least been revealed already), manufacturing, or available base facility types, but base defense missions actually being based on your actual base layout once again has been confirmed.the best days of the xcom franchise were the ones where the player had to build living quarters large enough to accommodate soldiers, scientists and engineers, had to take into account how large are his storage facilities and if he has enough room to hoard all that exotic shit, had to manufacture that special ammo and think how much ammo would take into combat and build base defenses that invaders would have a hard time to crack