Update #22
Hopefully the wait for this release will have been worth it, because it's BIG. In addition to the usual bugfixes (some of them Vanilla), we have the BetterClasses long awaited Infiltrator class rework, and the new Base Defense mission and Geoscape mechanics.
Please be aware that as the first testers of this content you will likely encounter bugs and balance issues. Your bug reports and feedback are very, very important. In addition, please note that the Base Defense content is not yet 100% finished: major things pending completion are rework of the infestation mission (which is now available to recover a base lost to the act) and adjusting the base defense mission and Geoscape mechanics to attacks from factions.
In other news, I have created a Buy Me a Coffee page, so that you can buy me coffee if you feel like it
https://www.buymeacoffee.com/voland
-Bugfixes
+ Myrmidons not fleeing the battlefield after torso disabled (Vanilla bug)
+ Missions can be done more than once if using more than one aircraft (Vanilla bug)
+Firequenchers error message spam
+Error on completing some missions, preventing obtaining resource rewards.
+VO effects persisting across different games
+Impossible Weapons adjustments not applying correctly if loading a tactical save
+ Mutoids triggering Project Osiris
+Penalties from diplomacy missions not applying if loading Autosave
+Incorrect Vampiric damage shown in UI for Mutoids/Mutated operatives
-Changes
+New portraits for Alistair, Olena and Helena (still using our friend Abbinco's portraits as a base, now with more AI magic)
-Other
+A lot of corrections to text (big shoutout to @Louis11 for editing!). Full stops are now mandatory. Everywhere. Always.
[11:32 AM]
-New features
+Completely reworked Base defense, on Geoscape and on tactical. Big thanks to Dimitar "Codemite" Evtimov from Snapshot Games for all the help, especially re uncovering the mysteries of objective tile placement on the map!
-Better Classes
There is so much stuff that I'm just posting what Madskunky has given me:
These should be the changes from the last package, but maybe not complete or even some of them were already in the last version, not sure:
- Ignore Pain: Removed "mind control immunity"
- Synedrion Faction Perks: Replaced lvl2 Skill (Pain Chameleon) with OW Focus
- Phoenix Point Faction Perks: Replaced lvl 2 Skill (OW Focus) with the new Skill "Die Hard": When you take lethal damage there is 50% to survive with 1HP and have all negative effects cleared and broken limbs restored. Can only trigger once per combat.
- Advanced Laser Weapons: Changed Synedrion requirement from "Laser Weapons Research" to "Multi-sensor Threat detection Research",
Reverted New Jericho requirement to "Technician Research" instead of "Advanced Technician Weapons Research"
- Advanced Melee Weapon: New requirements are Advanced Melee Weapons (DoA) and Advanced Paralysing Weapons (Syn)
- Advanced Acid Technology: Requires Heavy Cannon Deployment (PX) research in addition to Acid Weapons Technology (DoA)
- Armor Break change: Grants 15 Shred to the next direct-fire or melee attack. The shred damage is additive, but is split between pellets. WP 2 -> 3
- Infiltrator Skills rework:
Lvl. 5: Neural Feedback - Passive - Gain 2 AP the first time you daze an enemy during the turn
Lvl. 6: Jamming Field - Passive - Enemies within 10 tiles have 50% fumble chance with firearms
Lvl. 6 Vanish moved to Class perk 1 (lvl. 3 on the 3rd row)
Lvl. 7: Parasychosis - 1AP/6WP - Target human-sized enemy within 12 tiles becomes Wild
[11:32 AM]
Keep in mind that reworked skills are only applied to newly created characters. While the whole update should be save game stable it means that all your existing characters and all recruits that were spawned before the new version will have the old skill sets. Only recruits on havens and the PX roster that get refreshed after a while will have the reworked set.
Other:
- Jet Jump is now limited to one use per turn
- Jetpack Control range increased to 14, limited to one use per turn
- Rocket Leap WP cost increased to 3 from 2, limited to 2 uses per turn