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Topic Patch notes

Sujet : Patch notes

04 mars 2020 à 20:16:57


Je vous joins les dernier patch notes :

Please find the patch notes for the game balance changes in the March 4th patch.

This patch rolls out across the base game and is not part of, nor does it require the Blood and Titanium DLC.

Release notes for Blood and Titanium will follow later.

Armor Changes
Acid damage application now works like poison (the acid damage is subtracted from the armor each turn and then the amount of damage is reduced by 10). This increases the potency of acid by a lot but is still not a one shot mechanic.
Re-adjusted acid values on different items to match the new damage application.
Shred on weapons is increased across the board with notable mentions of Assault Rifles having base shred of 1 so that they are no longer ineffective against armor. Grenades will now have 10 Shred up from 3. Shred for the Pandorans is not increased but this change will affect human enemies.
Weapon Rebalancing
Odin Grenade - Shredding changed from 3 to 10
Purification Grenade - Added 5 Shredding
Ares AR-1 - Added 1 Shredding
Hel II Cannon - Shredding changed from 10 to 20
Goliath GL-2 - Shredding changed from 4 to 10
Gemini V - Shredding changed from 4 to 20
Bulldog AR-50 - Added 1 Shredding
VDM Defender - Added 1 Shredding
Deceptor MG - Shredding changed from 2 to 3
Fury-2 - Shredding changed from 4 to 10
Watcher AT - Shredding changed from 2 to 3
Hailstorm GT - Shredding changed from 2 to 5
Thor AML - Shredding changed from 6 to 20
Archangel RL1 - Shredding changed from 5 to 15
Mjolnir Grenade - Shredding changed from 20 to 30
Destiny III - Damage changed from 60 to 80
Ragnarok - Shredding changed from 30 to 40
Dagon’s Tooth - Damage changed from 100 to 120
Scion of Sharur - Damage changed from 80 to 100
Marduk’s Fist - Damage changed from 140 to 160
Imhullu Grenade - Acid changed from 50 to 20
Nergal’s Wrath - Added 10 Shredding
Redeemer - Viral changed from 3 to 5
Subjugator - Viral changed from 6 to 10
SDeimos AR-L - Added 1 Shredding
Hera NP-1 - Paralysing changed from 5 to 7
Yggdrasil Grenade - Virophage changed from 40 to 60
Gungnir SR-2 - Virophage changed from 60 to 110
Athena NS-2 - Paralysing changed from 15 to 20
Yat AR - Added 1 Shredding
Uragan MG - Shredding changed from 2 to 3
Venom Torso Arm Mutation- Changed Damage from 30 to 40 and changed Poisonous from 40 to 50.
Evolution System
The evolution system progression was advancing too rapidly from tactical battles and less from with time - we are changing this to be weighted more towards the time component making the whole progression a bit smoother.
We are adding a difficulty component to evolution progression effectively slowing down Pandoran evolution (encountering elite units) for easier difficulties.
We have made changes to the ODI to increase the pressure on higher difficulties.
If the player does nothing to stop the pandorans:
Easy - The game should end in 6 months ingame
Normal- The game should end in 5 months ingame
Hard - The game should end in 4 months ingame
Very Hard- The game should end in 3 months ingame
Dynamic Difficulty
Changed the way mission success/fail is evaluated.
Change the expected outcome in favor of the player.
These changes mean that the player performance during missions will need to be higher (fewer casualties) for the difficulty to increase.
Changed the effect of Dynamic Difficulty based on game difficulty (On Easy it will be much more forgiving).
Training and Soldier Progression
Soldiers will gain fewer Skill Points (SP) when they level up (20 down from 50) but will gain 10 SP for every successful mission.
This will make soldiers levelled solely with training facility less efficient then battle experienced soldiers.
Soldiers will continue to receive SP even at max level making maxing out a souldier possible (it will still take a lot of missions to do so).
Tritons will be able to use Priest weapons (Viral Weapons).
New acid mortar Chiron body part.
New normal/elite acid grenade launcher bodypart for Arthrons.
New normal/elite viral machine gun launcher bodypart for Arthrons.
Phoenix Base Attacks
You will now have a minimum of 12 hours to prepare and respond to an attack on one of your bases.
Enemies are revealed in 5 tile radius (if they’re in LOS).
Attacking without a silent weapon reveals the actor if in LOS.
Factions and Missions
New subfaction - The Forsaken
Appears after Anu researches the mutation tech .
Can have all classes Anu have unlocked.
Can have all weapons Anu have unlocked.
Forsaken can appear in Havens attack missions of all factions.
Forsaken can appear in scavenging missions and ambushes.
Anu/NJ/Syn can appear in scavenging and ambush missions if at bad relations with the Phoenix Project and if they Havens close to the site.
Factions War
Reduced the rate of attacks.
Enabled rebindable keys.
Bug Fixes
Fixed a hang when using Electrical Reinforcement on certain maps.
Fixed a hang when loading certain saves for the Microsoft Store platform.
Fixed a hang when a Scylla uses the Mist Bomb ability.
Fixed an issue where Facilities were powered off after loading a save.
Fixed an issue where an Exit Zone was sometimes placed in the middle of the map.
Fixed an issue where Adrenaline Rush’s effects were duplicated when loading a save in the Tactical layer.

Previous Patch Notes

Hotfix Patch 1.0.55275 - 02/2/2020

Fixed a bug where players without Storage Facility in one of their bases lost all items in their inventory
Players will have to load a game save that was saved prior to items disappearing to retain their inventory
Fixed a bug that caused Geoscape scans never to complete
Patch Notes 1.0.55225 “Miskatonic” 31/1/2020


Fixed a hang when using the Technician’s Manual Control ability on a structural target
Fixed a hang when a Technician’s turret returns fire and kills an enemy
Fixed a hang when entering the Scarab in the first Tutorial mission
Fixed an issue where the player’s units could be deployed inside of walls on some story missions
Fixed an issue where the Spider Drone Pack ability claimed the player didn’t have enough ammo
Fixed an issue where loading a game with the bonus power research caused the player’s facilities to power down
Fixed an issue where Dash, Jet Jump, Deploy Turret, and Vanish couldn’t be used on specific maps
Improved the Scylla’s AI so it no longer spawns Mindfraggers inside environmental objects
Fixed an issue where the player’s units couldn’t navigate certain parts of the Moonshot mission
Fixed an issue where Synedrion Research maps didn’t spawn enough consoles for the player to hack
Fixed an issue where vehicles and Mutogs couldn’t navigate Phoenix Base maps
Fixed an issue where units could walk inside certain walls of the Phoenix Base maps
Improved the collision box of certain environmental elements inside Alien Bases which blocked shots
Fixed an issue where certain cover spots in Synedrion maps weren’t shown by the UI
Fixed an issue where units couldn’t vault over some windows in New Jericho maps
Improved the transparency effect on certain buildings inside Synedrion maps
Added enemy reinforcement icons to Ambush maps
Fixed an issue where the player’s units couldn’t jump through circular windows on the roofs of Disciples of Anu maps and destroying the window broke the whole building
Fixed several issues where environmental props remained floating in the air when the floor beneath them had been destroyed.
Patch Notes 1.0.54973 “Dunwich” - 16/1/2020

Ability Changes
Rage Burst - Reduced to 5 bursts maximum with 50% accuracy penalty - We want to reduce the effectiveness of the ability while retaining its usefulness against big targets
Mind Control - Cost increased by 1 AP - Mind Control without any AP cost requirement was making the ability too versatile and, in some cases, too powerful when used by Pandorans.
Mind Crush - Cost increased by 1 AP - The ability was too strong against groups of enemies, allowing for chain use (as long as enemies die in the process). We are keeping its power effect, but limiting the number of its uses per turn.
Master Marksman - Accuracy bonus is reduced from 50% to 30%. The ability is too versatile (useful with highly inaccurate weapons) so it needed a bit of tweaking downwards.
Quick Aim - No longer gives bonus accuracy. The ability is mainly used for its cost reduction component and the added accuracy bonus made it too good.
Dash - Now costs 1 AP but the range of the ability is increased from 50% to 75% of movement range. Dash is one of the most abused abilities in the game because of its versatility. We do not want to reduce the fun factor of the ability or reduce its power but we want to limit the situations in which it is used. Before the change with 4 dashes a character’s movement range was 100% + 4 x 50% = 300%; after the change 0% + 4 x 75% = 300%. Mobility wise the ability is the same but provides less versatility when it comes to shooting and can effectively be used about 2 times per turn.
Induce Panic - Cost increased from 2 WP to 3 WP and 1 AP. The ability cost was way too low for its effect and the fact that it had no AP requirement made it spammable.
Bloodlust - Bonus speed and damage is capped at 50% bonus. The previous bonus of 100% was too strong and was leading to undesired exploits.
Grenade Launcher - Accuracy increased. This change will reduce the frustration of players not hitting anything they want to.
PRCR Sniper - Damage reduced from 130 to 120. Statistics show that piercing weapons are overused because their power level was not on par with other weapons of the same tech level.
PRCR Assault Rifle - Damage increased from 30 to 40, burst reduced from 5 to 4, pierce value reduced from 20 to 10 and ammo capacity reduced from 40 to 32. Statistics show that piercing weapons are overused compared to other equivalent tech.
Mortar Chiron - Reduced explosive power from 60 to 50. Damage was reduced because on some maps players weren’t able to find cover fast enough.
Spawnery - Hit points are nearly doubled. It was too easily destroyed on Lair missions
Mutog Recruitment - Cost of recruitment has been increased significantly. The previous cost was unintentionally low.
Human Enemies - Generally have more stat points, because they were too easily mind controlled or killed with one shot.
Medical Bay - Heals not only soldiers but Mutogs too for 4 hit points per hour. Before mutation lab construction there was no chance for the player to heal Mutogs.
Environmental Destruction - Floors and roofs can be partially destroyed by grenades now.
Major Fixes
Fixed a hang when a Mindfragger tries to mind control a decoy.
Fixed a hang when using the flamethrower near the edge of Alien Lair maps.
Fixed a hang when a Scylla used the Sonic Blast ability right after using the Mist Launcher.
Fixed a hang when breaking an Arthron’s gun arm while the enemy was stepping out of cover.
Fixed an issue where the player’s units could be deployed between impassable cover on some Disciples of Anu maps.
Fixed an issue where units would fall through stairs and die.
Fixed an issue where the player’s soldiers could deploy in the walls of a Phoenix Base mission.
Fixed an issue where vehicles couldn’t reach the evacuation zone on some maps.
Fixed an issue where the environment was blocking the passage to the Spawnery in Alien Lairs.
Other Fixes
Fixed an issue where vehicles had no collision with some unbreakable pillars.
Fixed an issue where enemy vehicles could be deployed on the roofs of buildings.
Fixed an issue where enemy Pandorans could not move from their initial deployment in Alien Lairs.
Hotfix Patch Notes 1.0.54861 - 9/1/2020

Fixed a game crash in battles during the enemy turn when the enemy is panicked and could be caused by return fire, overwatch, and/or exploding barrels.
Fixed a game crash when leaving a tactical mission, which was caused by trying to retrieve weapons that are actually body parts of Mutogs, turrets, etc. These will no longer be recoverable.
Also, prevents recovering mutated body parts as equipable items.
Fixed a bug that corrupted saved games that are saved during a battle after a Scylla is killed with the belcher abdomen.
Note: this will not retroactively fix already corrupted saved games
Fixed a hang when loading a saved game where someone was hit by a weapon that causes bleed (e.g., Slasher Siren, Anu Blade) which caused the unit to die from the bleed damage next turn.
Fixed a bug that doesn’t allow the game to start if you have corrupted save games.
Fixed a bug that caused the final boss to not play its sounds.

Hotfix Patch Notes 1.0.54580 - 19/12/2019

Fixed a crash that occurs when launching the game with certain locales.
Fixed an issue with invalid targeting when behind cover.
Fixed various sound issues.

Message édité le 04 mars 2020 à 20:17:51 par [Thegamerpro]
04 mars 2020 à 22:24:19

Merci beaucoup de nous communiquer ces informations. :)

Ce patch me parait une bonne chose, les ennemis d'élites apparaissaient vraiment vite et l'armure sur les petits crabes étaient vraiment une plaie à gérer. Nous mettres quelques buffs après tous les nerfs sur les compétences parait logique (même si j'attend toujours pour le véhicule Phoenix et le berseker de base).
Affronter les factions dans les missions d'embuscades et de recherche devraient réduire quelque peu la répétitivité dans le jeu, en augmentant le bestiaire.
Cela me donnerait presque envie de refaire une campagne, mais je pense que je vais attendre le deuxième DLC. Là, je devrais vraiment avoir une grosse sensation de nouveauté. :)

Message édité le 04 mars 2020 à 22:25:01 par celesste
06 mars 2020 à 00:53:57

Bonsoir voici une traduction rapide, je n'ai pas mis les armes je suppose que shredding c'est perforant?

• L’application de dommages acides fonctionne maintenant comme le poison (les dommages acides sont soustraits de l’armure chaque tour et puis la quantité de dommages est réduite de 10). Cela augmente la puissance de l’acide par beaucoup, mais n’est toujours pas un mécanicien d’un seul coup. Réajusté les valeurs acides sur différents éléments pour correspondre à la nouvelle application de dommages. Shred sur les armes est augmenté dans l’ensemble avec des mentions notables de fusils d’assaut ayant la déchiquete de base de 1 de sorte qu’ils ne sont plus inefficaces contre l’armure. Grenades aura maintenant 10 Shred jusqu’à 3. Shred pour les Pandorans n’est pas augmenté, mais ce changement affectera les ennemis humains.

La progression du système d’évolution avançait trop rapidement des batailles tactiques et moins à partir du temps - nous changeons cela pour être pondéré plus vers la composante temps rendant toute la progression un peu plus lisse. Nous ajoutons une composante de difficulté à la progression de l’évolution ralentissant effectivement l’évolution pandoran (rencontrer des unités d’élite) pour des difficultés plus faciles. Toxique de 40 à 50.

Si le joueur ne fait rien pour arrêter les pandorans: Facile - Le jeu devrait se terminer dans 6 mois dans le jeu Normal- Le jeu devrait se terminer dans 5 mois dans le jeu Dur - Le jeu devrait se terminer dans 4 mois dans le jeu très dur- Le jeu devrait se terminer dans 3 mois dans le jeu

Modification de la façon dont le succès/échec de la mission est évalué. Changer le résultat attendu en faveur du joueur. Ces changements signifient que les performances du joueur pendant les missions devront être plus élevées (moins de victimes) pour que la difficulté augmente. Modification de l’effet de la difficulté dynamique en fonction de la difficulté de jeu (On Easy il sera beaucoup plus indulgent).

Les soldats gagneront moins de points de compétence (SP) lorsqu’ils monteront de niveau (20 contre 50) mais gagneront 10 SP pour chaque mission réussie. Cela rendra les soldats nivelés uniquement avec un centre d’entraînement moins efficace que les soldats expérimentés de bataille. Les soldats continueront à recevoir SP, même au niveau maximum, ce qui rend possible le maxing out d’un âmedier (il faudra encore beaucoup de missions pour le faire). Pandorans Tritons sera en mesure d’utiliser des armes Priest (Armes virales). Nouvelle partie du corps de Chiron de mortier acide. Nouveau body de lance-grenades acides normal/élite pour les Arthrons. Nouveau body de lance-mitrailleuses virales normales/élite pour les Arthrons.

Attaques de base de Phoenix Vous aurez maintenant un minimum de 12 heures pour préparer et répondre à une attaque sur l’une de vos bases. Les ennemis furtifs sont révélés dans 5 rayons de tuiles (s’ils sont en LOS). Attaquer sans arme silencieuse révèle l’acteur si dans LOS. Factions et missions Nouvelle sous-fabrication - Le Abandonné apparaît après Anu recherche la technologie de mutation . Peut avoir toutes les classes Anu ont déverrouillé. Peut avoir toutes les armes Anu ont déverrouillé. Missions Forsaken peut apparaître dans les missions d’attaque Havens de toutes les factions. Les abandonnés peuvent apparaître dans des missions de charognard et des embuscades. Anu/NJ/Syn peut apparaître dans des missions de récupération et d’embuscade si à de mauvaises relations avec le projet Phoenix et s’ils Havens près du site. Factions Guerre a réduit le taux d’attaques. Contrôles Activé clés rebindable.

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