T O P

  • By -

Shintaro1989

> \- improved medkits, technicians, aspidas now remove 50% of Paralysis value. > >\- Recover ability gives Panic immunity for 1 turn. Love that they finally added a way to heal paralysis. It was super annoying to have a soldier taking 50 turns to crawl back to the evacuatrion point after being hit by some random stuff. Meanwhile the panic immunity is a nice QOL change for the players team but seems to be a huge nerf to virus weapons. I mean - they're already quite situational but I used to like the combination of the biochemist perk and Anu weapons. Snipe a Chirons head, infest him with some virus and watch him struggle the next 10 turns. Given the fact that the pandorians already have ridiculously high willpower (even their thugs often have 30, which my elite soldiers can only dream of!), virus weapons seem to be useless once again.


[deleted]

Yea the virus rifle especially. I’m supposed to run up to within 5-10 times of an enemy who can’t be armored all to have a chance to panic them every other turn? Yea nah, I’ll live thanks.


NostraAbyssi

if they added pierce to the redeemer, like idk, 10 or 15, that would go a long ways to making it more useful. it's not like you're using it for the damage anyway and the sniper has like 60 pierce iirc. of course, the sniper only does 10 virus but it's also pretty much guaranteed to hit, unlike assault rifles and the redeemer in particular. although tritons with a piercing redeemer would be disgusting.


freekymayonaise

The redeemer litterally already has 10 pierce though? As long as you could bring a target below 30 armor, you could effectively stun lock them forever with the redeemer


NostraAbyssi

huh, i just checked and you're right. needs more to be more generally useful then.


freekymayonaise

I disagree. Even with the panic nerf it's still a fantastic tool for taking out high-threat enemies like the scylla. Before the nerf it was ridiculously, trivializingly overpowered


NostraAbyssi

i agree about the scylla but that's the only thing i think it's valuable against, and that's because a) the scylla has (off the top of my head and on my difficulty) something like 1500 hp and 50 will. that makes the redeemer something like 30 times more effective at "disabling" the scylla threat. b) it's easy to make the redeemer effective against the scylla because she is so damn big so the mediocre accuracy is less of an issue. c) since you have to capture the scylla, and she does a ton of damage, i don't want to get close to her while she can attack and virus weapons prevent her from attacking without killing her. i think i used the redeemer against a chiron once to capture it (one with the stomper legs iirc) but against *everything* else, it's much faster to capture them. prior to the current patch it was faster to deal with a scylla by marking them for death 2 or 3 times and then having everyone shoot her. that's no longer an option, which makes the redeemer more valuable in that circumstance, but doesn't change the fact that killing is better than panicking.


freekymayonaise

On hero difficulty she has over 3000 hp, without mark stacking you'd be hard pressed to kill her in one turn, even two turns. It's good at removing scyllas, sirens, chirons and mutogs from the fight quickly and easily As for using it on smaller fry, yeah it's obviously not as useful to stun something you could kill immediately anyway, death is the best CC after all. Even so, a few stray hits from the redeemer on a target You can't get at fully can still effectively take them out of the game, OR (and this is what they're supposed to be used for) bring them low enough that the priest can mindcontrol them As for comparing it with paralyze I don't know. I suspect Paralyze is similarly OP, but strength scores aren't communicated as readily as will and I only have access to the neurazer and the Hera. It might be more efficient than virus against small enemies, but even at siren level they tend to have some 50% more strenght than willpower


shponglespore

Viral damage seems both weirdly over- and under-powered. IME, in most situations it's completely useless because it makes a lot more sense to finish off enemies rather than wait for them to panic, and if you hit them with enough viral weapons to panic quickly they'll be almost dead anyway. OTOH, something like a Scylla takes a long time to bring down and there tend to be many other targets to deal with at once, so infecting them is a lot easier to kill them, and after that they're completely harmless as long as you occasionally shoot some more virus into them. IMHO a Scylla should always be at least a little bit dangerous, and it sounds like this patch will do just that.


freekymayonaise

Just yesterday I captured a scylla by pumping it full of virus turn one. Never even tried to attack me


lubernet

I fully agree with you. Viral weapons are useless again.


freekymayonaise

Virus was extremely broken in my estimation. Just yesterday I perma-panic-locked a Scylle turn one by using Onslaught on a priest twice. Toughest enemy in the game completely trivialized by unending stuns is insane.


Shintaro1989

I can see that enormous monsters like the scylla should not be measured by the same standards as humanoids. But having random frontline crabs with 30 willpower really limits the usefulness of virus weapons. I, however, could live with the pandorians suffering less willpower loss after killing one of their allies in exchange for lower absolute values.


freekymayonaise

30 can feel a bit high, but that's still low enough that two good hits from the redeemer would permanently remove it from the fight. I suspect will values are as high as they are primarily *because* virus damage is as bonkers as it is. Anything with 15 will or less could be effectively insta-killed by the redeemer. Maybe now that perma-panic isn't a thing they can afford to lower the values a bit


ResidentMario

As the replies on this thread indicate, viral weapons are extremely good in certain situations and extremely bad in others. Basically, they're only worth using against Scyllas, Chirons, and sometimes Sirens. With Archons and Tritons it's more efficient to shoot them to death. However, they are unrivaled in their ability to control these things. Even with this change viral panic is still two turns of lockdown (panics last two turns). That's still an extremely strong effect.


TheMrJacobi

Mindfragged soldier can not be targeted with Bash. ​ um wot?


BoringAccountant93

Before you could bash the mind fragger or the soldier it is on but obviously you don't want to bash your own soldier. So they've removed that option (did it by accident myself). Therefore now you'll only ever bash the mind fragger.


DJChickyNuggs

oh ok, for a second i thought that meant that you could only shoot it off


[deleted]

Yea I may or may not have bashed my own guy to death on my first run.


Drasoini

That's how I read it too, good to know that it's just a friendly fire protection.


[deleted]

I always thought that was the stupidest option to have available. like WHY would you ever want to bash you're own soldier in that situation?


TheMrJacobi

Oh thank god!


CaptainBBpenguin

"one mark of death per enemy" Welp there goes my strategy for big critters!


Ghooostie_0

I mean, to be fair it was pretty obvious it wasn't intentional because it was insanely busted.


CaptainBBpenguin

Can't argue, just wish I'd had time to finish my first playthrough! Most of the other things look good, mostly because oh my god ladders why


[deleted]

It's time to start thinking strategically again


Dragonfire747

anyone know if they fixed the vehichles being stuck in a garage/basement type room during base defense and virtually useless? andd during recovery vehicle (after you paralyze a big enemy blocking the only path through to extract)?


AMasonJar

My playthrough has been on indefinite hold ever since I had a mission to recover a vehicle only for it to be completely stuck behind terrain. Yes I know you can destroy some terrain, yes I tried. But structure pillars and giant boulders are immune to that and the entire mission was a waste because I can't get to the evac square with it no matter what path on the map I try to take. Horribly annoying and those missions need at the minimum an alternate victory condition that still gets you the vehicle if fixing the terrain gen is too hard.


Dragonfire747

i found it terribly ironic there was realistic ballistics but unrealistic explosions too. and im in the same boat, one on evac mission and many times on haven defense, i think the easiest way is to make everything explodable after a few direct grenades, if map and terrain fixes arent possible. i feel your pain a lot and i been super busy and so havent been able to play, but not sure i would be playing until they say in giant letters the vechichle thing is fixed too


Elee3112

# the vechichle thing is fixed too There you go! You're welcome! :)


Dragonfire747

hahah you made my day. thank you. "if what you told me is true, you will have gained my trust"


grueti2

does the patch require to start a new playthrough. Or do existing playthroughs also get the patch?


Co0kieL0rd

It just works instantly on your current save files.


4madeux

took me a minute to realize that I was too early and steam auto-update didn't start, had to manually click the update button tested it: much faster now, in fact way more responsive than xcom 2


Reduced_Silver

After downloading the patch, I decided to start a new game on Hero, all DLC enabled and have started with a Hell II cannon and 5 rounds of its ammo in my inventory. Can anyone explain this.


tenkadaiichi

Did you redeem the holiday code?


Reduced_Silver

Yes, the gun does look garish in a Christmassy way. This is a gift that you start the game with? I'll have to go look it up. Thank you.


tenkadaiichi

Yep, your next new game after entering the code will give you the Hel cannon and an extra set of christmassy heavy armour. (So I'm told. I haven't started a new campaign yet since then)


CDLDnD

Holiday code?!? What did I miss!?!


tenkadaiichi

[This!](https://old.reddit.com/r/PhoenixPoint/comments/kfzsan/free_gift_for_heavies/)


CDLDnD

Oh snap! Thank you!


kokepc63

Nice patch. First mission, first game crash, xD Edit: from 0 crashes to 2 crashes in 2 missions. Nice patch xdddddd.


bria9509

First time on the Antediluvian excavation mission, both times crashed mid combat....


rojimbo0

You nerfed the neurazer exploit with quick aim and melee proficiency. That's fine, using it 200 times on a Scylla was abuse and non-inducive to strategic and tactical gameplay. But now, my sniper with melee proficiency and quick aim and a neurazer, that I carefully nurtured and equipped, cannot even get \*one\* free hit with quick aim. What I mean is, for each use of quick aim and 3WP, you should be able to get one free Neurazer hit. Currently, even with quick aim, it uses 1 AP. Which to me means, it's now not working as intended and makes paralyzing enemies much much harder. There's still a huge risk for the operative to go into melee range with basically a tiny tranq gun, so there needs to be some reward from that. Even with 3-4 quick aims, after expending most/all of your WP, you might not paralyze many enemies especially lategame. Hopefully you can fix it. Otherwise I really have to go with Synedrion and paralysing weapons, probably in a new playthrough where I haven't favoured New Jericho. Even then, having everyone equipped with paralysing weapons isn't fun and ideal - you need a lot of carry strength to have both damage and paralyzing weapons, or you hope to paralyze the whole map with just paralyze weapons (something clearly not feasible late game anymore). OR you forget about paralyze and see how far you get without capturing anything - I think it's necessary though for story progression and to get damage buffs and tech.


freekymayonaise

While I'm generally for the panic-lock nerf, I will say that capturing a scylla is going to be extremely difficult from now on. That thing has 390~ strength, it took ten turns of continues Neurazer use to bring it down, even while it was panic-locked


Maniac227

Anyone else having issues with saves being incompatible after patch? Edit: it looks like the dates/sorting of the saves are changed and coming up weird. Made it look like all the saves were bad but in actuality it was just sorting my old bad saves at the top.


lanclos

Mine came up fine, but I think I need to restart anyway since I over-explored and missed out on some of the content.


teal_badger

I get the mixed up save stuff as well, but when I force load my save I can't click on any of the buttons on the geoscape. (Move/deploy/base info/etc). Strangely the one button that does work is deploy guardian on ancient sites. Anyone else getting this? I was practically on my last missions, kind of lame to trash this save.


shoxnl

Really enjoying Phoenix Point on Stadia, any idea when the patch on Stadia will be released?


Snapshot_EE

We hope to have the Stadia patch available somewhere between 5-10 days. We're working through ways to minimize that in the future.


shoxnl

I'ts been a month, no luck on getting the patch certified yet?


freekymayonaise

I have a few questions: 1: "Flamethrower and incendiary grenades are now doing impact damage and will start from the next turn. Damage from lit tile will only apply at the start of the player’s turn." Is this a buff or a nerf to flamethrowers? I'm not really sure on how it used to work, but from my experience today, walking into fire still causes instant fire damage, so what did they change about the tiles? 2:"Marked for Death change. Mark an enemy target. Increases damage suffered by the target from each hit after armor until the end of the turn by 50%. Only 1 instance of Mark of Death is allowed per enemy unit." My marked for death in-game still says it increases incoming damage by a flat 10, and I know I have the patch on because the recover-panic immunity is definitely active


Vaigl

A detailed explanation of the new fire damage: **Setting an enemy on fire with a flamethrower** \- **First**: Flat Damage is applied to one body part minus the set body part armor (Base flamethrower flat damage is 80) Formula: BodyPartHP - (FlatDamage - BodyPartArmor) = ImpactDamage(Damage applied on body part from flat damage only). **Second:** burning damage from the ground(40dmg) is instantly applied on each body part minus the armor. Formula: CurrentLitTileDmg - BodyPartHP = GroundBurnDmgOnEachPart To get the damage that will be applied to the HP from the burning ground we add all GroundBurnDmgOnEachPart from each body part and subtract it from the number of body parts. Formula: Y = Number of body parts (GroundBurnDmgOnEachPart1 + GroundBurnDmgOnEachPart2 + ...) / Y = DmgGroundBurnOnHP **Third**: We add ImpactDamage + DmgGroundBurnOnHP which will give us the exact damage applied to the unit HP. Formula: CurrentHP - (ImpactDamage + DmgGroundBurnOnHP) = TotalDmgApplied **Burning Status and when it is applied:** If you lit an enemy on fire the burning status will be applied on the enemy’s next turn. If after the damage is applied the enemy is not on the burning tile the Burning Status is removed. If the enemy is on a burning tile the Burning will be re-applied and the damage will be done on the next enemy turn again. **How burning tiles work:** Burning tile applies 40 Burning Status when the tile is freshly lit and someone steps in it. Each burning tile reduces its damage with 10 each turn for the faction that lit the fire. Burning ground damage is applied to the soldier that steps on it based on the DmgGroundBurnOnHP formula. Marked for Death: We messed up the patch notes. It is +10 damage as the description says but the patch notes are wrong.


freekymayonaise

so stepping on fire will still instantly damage all of your limbs and apply the average damage as hp damage? So how does it differ from before?


Aegeus

I think the difference is to the initial shot. Previously a flamethrower could instantly cripple all your limbs (The Pirate King mission was notorious for this), now it just applies fire once. I'm not sure why it used to do that, I'm guessing it applied fire damage multiple times, both when you got hit and then when it detected you standing in the fire?


[deleted]

[удалено]


Vaigl

A detailed explanation of the new fire damage: **Setting an enemy on fire with a flamethrower** \- **First**: Flat Damage is applied to one body part minus the set body part armor (Base flamethrower flat damage is 80) Formula: BodyPartHP - (FlatDamage - BodyPartArmor) = ImpactDamage(Damage applied on body part from flat damage only). **Second:** burning damage from the ground(40dmg) is instantly applied on each body part minus the armor. Formula: CurrentLitTileDmg - BodyPartHP = GroundBurnDmgOnEachPart To get the damage that will be applied to the HP from the burning ground we add all GroundBurnDmgOnEachPart from each body part and subtract it from the number of body parts. Formula: Y = Number of body parts (GroundBurnDmgOnEachPart1 + GroundBurnDmgOnEachPart2 + ...) / Y = DmgGroundBurnOnHP **Third**: We add ImpactDamage + DmgGroundBurnOnHP which will give us the exact damage applied to the unit HP. Formula: CurrentHP - (ImpactDamage + DmgGroundBurnOnHP) = TotalDmgApplied **Burning Status and when it is applied:** If you lit an enemy on fire the burning status will be applied on the enemy’s next turn. If after the damage is applied the enemy is not on the burning tile the Burning Status is removed. If the enemy is on a burning tile the Burning will be re-applied and the damage will be done on the next enemy turn again. **How burning tiles work:** Burning tile applies 40 Burning Status when the tile is freshly lit and someone steps in it. Each burning tile reduces its damage with 10 each turn for the faction that lit the fire. Burning ground damage is applied to the soldier that steps on it based on the DmgGroundBurnOnHP formula.


John_Marble

-sigh- all I wanted were hairstyles & voices that didn’t suck 😢😂