The Firebird Update v1.30 (11 December 2025)
Campaign Pacing and Player Progression
One of the main issues we identified is that the campaign - especially in the mid and late game - can start to drag, feeling repetitive and overstretched. Phoenix Point is packed with content, but sometimes that content extended the campaign more than it enriched it.
Because the research system controls so much of your progression, we wanted to help players advance more smoothly without cutting content. To that end:
- All research times have been reduced by 20%.
- Construction time for the major faction-ending project buildings has been reduced by 50%.
These changes help the campaign reach its more interesting decision points sooner, without rushing players or removing depth.
Resource Pressure and Economy Adjustments
A common frustration for players - especially newcomers - was ending up with just slightly fewer resources than needed to restock basic ammo. This created tedious loops instead of meaningful strategic choices. To ease this unnecessary pressure and help players focus on the broader game, we’ve made the following adjustments:
- Reduced ammo production costs by 20%.
- Reduced facility construction costs by 20%
This should ease early-game pressure and allow players to invest in their bases and squads more freely.
Haven Defense – Fairer, Less Repetitive, More Optional
Haven Defense missions are an important part of the game: they’re a way to earn resources, diplomacy, and reveal Pandoran bases. However, the sheer frequency of them - combined with the inconsistency of their difficulty - often made them feel repetitive rather than rewarding.
Instead of reducing their number (which would break multiple progression loops), we made targeted systemic improvements:
Threat level is now calculated not only from the attackers’ strength, but also from the difference between attacker strength and Haven Defense strength, leading to more logical and fair battles.
Training and Elite Training Centers now grant improved defensive structures, making havens more capable of defending themselves.
All this means Haven Defense missions now feel more optional, giving you breathing room to focus on higher-priority objectives.
Geoscape Quality of Life Improvements
We also wanted the strategic layer to be smoother and more intuitive.
Manufacturing Clarity
The manufacturing screen is now far easier to read and manage:
- Ammo is displayed directly on the same row as its associated weapon, reducing clutter dramatically.
- A new button has been added to reorder items in the manufacturing queue more easily.
Partial Magazine Visibility
For years, players wondered what happened to partially used magazines after missions. Previously, these were hidden until they combined into a full stack - which caused confusion.
Now:
Partial magazines are displayed clearly, with a proper interface designed specifically for them.
Tactical Layer Improvements
Rescue Soldier Missions
These missions often felt too unforgiving. We wanted to preserve the tension, but reduce the randomness of instant soldier deaths.
Changes include:
- Deployment points are now weighted toward reinforcements rather than initial deployment.
- Buffer zones have been added between the rescued soldier and nearby aliens.
The rescued soldier is now more likely to survive long enough for you to reach them - but extraction will require more planning.
Ambush Missions
A long-standing issue caused ambush missions to become extremely rare after loading a save. This has now been fixed, so expect to encounter more of them.
To make ambushes more rewarding and strategic:
- Some maps now include loot crates containing valuable items - if you’re willing to take the risk.
- Surviving an ambush now grants Skill Points, which you can distribute among your squad.
DLC Improvements
Blood and Titanium
Cybernetics repairs were often prohibitively expensive. To encourage players to actually use these systems:
- Repair costs have been reduced by 50%.
Legacy of the Ancients
The ancient weapon progression was atmospheric, but too long and too complex, often slowing down campaigns significantly.
To streamline it:
- You no longer need to control processing sites to use ancient resources.
- Processing sites have been removed from the Geoscape (existing saves will still show them, but inactive).
- Processing site maps have been merged into regular resource site missions.
- Excavation of ancient sites no longer costs resources or time - missions can begin immediately.
Umbra Adjustments
Umbra enemies also received a round of adjustments aimed at smoothing out difficulty spikes while keeping their encounters tense and memorable.
- Arthron Umbras now deal slightly less damage.
- Triton Umbras have been reworked to heal on hit and move even more fluidly, but their attack cost has been increased from 1 AP to 2 AP to keep them in check.
- All Umbras now die instantly when they come into contact with fire, regardless of remaining HP.
Festering Skies
Festering Skies has always introduced a unique tension with the Behemoth - a threat so large that players often felt they had little control over its destructive path. One of our biggest goals for this update was to give you more meaningful ways to interact with, disrupt, and counter the Behemoth’s behaviour.
One of the biggest steps was refining how and why the Behemoth attacks havens. Previously, these attacks could feel sudden or inevitable. Now, the Behemoth only targets havens if a Pandoran flyer has visited them and successfully returned. This creates a clear strategic window: if you intercept the flyer before it makes it back, the haven remains safe.
To reinforce this sense of influence, we broadened the systems that generate disturbance for the Behemoth.
You’ll now gain disturbance not just from air battles, but also:
- When destroying Pandoran bases
- When havens defend themselves during Behemoth attacks
These additional sources make the Behemoth cycle feel more dynamic. Even if it moves into a region you cannot reach immediately, the world still pushes back, and your actions elsewhere still matter.
To support all this, we improved the UI for the air game. It’s now much easier to track enemy aircraft and inspect their weapon loadouts - a crucial part of preparing your own aircraft to counter specific threats.
Myrmidon Adjustments
The Myrmidon has also received a significant redesign to make its behaviour more interesting and more consistent with the theme of the DLC. Ground movement has been reduced while flight range improved, leading to encounters where they take to the air far more often. This changes overwatch possibilities and limits their follow-up attacks, shifting the overall dynamics of these encounters.
Their base stats have been unified across all three variants, with the body receiving increased durability - and disabling it now results in the immediate death of the Myrmidon. The wings remain fragile, giving you the option to ground them by disabling flight and further crippling their movement even when you can’t eliminate them outright. Myrmidons are now also fully capturable, allowing you to gain the vivisection damage bonus if you choose to research one, and to process them into food or mutagens depending on your needs.
Corrupted Horizons
Our main focus here was improving the Acherons.
They were originally designed as support units that complicated the battlefield with strange abilities and disruptive effects. But in practice, they often dominated encounters by repeatedly summoning reinforcements or resurrecting corpses - quickly overwhelming squads and forcing a “kill this immediately or lose” situation. We wanted to preserve their identity while reducing this oppressive behaviour.
The first step was making them easier to bring down: their husk armor has been reduced significantly. But the more important change was separating their signature abilities so that no single variant can do everything at once.
- Call Reinforcements is now exclusive to Asclepius and Asclepius Champion
- Resurrect Corpses is now exclusive to Achlys and Achlys Champion
Both abilities now also have increased AP and WP costs, which prevents them from spamming these actions endlessly. They can still disrupt your plans, but they no longer take over the entire mission.
To keep them dangerous and interesting, we expanded their basic attack options with effects like mist, poison, and acid, and reshuffled their supporting abilities to create more variation between encounters. Acherons should now feel like a tactical puzzle again - unsettling and unpredictable, but fair and beatable.
And Much More...
Quality of Life Changes
- Partially full magazines are now displayed in base storage.
- Updated hover information for ammo stored in base storage.
- In Manufacturing, ammo is now placed in the same row as its corresponding weapon to reduce clutter.
- Direct rearrangement of items in the manufacturing and research queues is now allowed.
- Remaining exact ammo for NPCs is now displayed in Tactical.
- New UI for Aircraft and Flying Pandorans that makes their weapon information easily accessible.
- No need to open Haven Info to trigger a “Steal Aircraft” mission.
Geoscape Changes
- Pandorans no longer gain bonus research points for losing bases or battles.
- Threat level on Haven Defence missions now depends on attacking vs. defending force strength.
- Increased Haven Defense strength bonuses from:
- Training Zone: 4 → 6
- Elite Training Zone: 6 → 8
- TW Fortress: 6 → 8
- Faction-vs-Faction haven attack frequency (during war) reduced.
- All Phoenix research times reduced by ~20%.
- Ammo costs reduced by ~20%.
- Base building costs reduced by ~20%.
- Factions’ Final Building time reduced by 50%.
- All grenade production times set to instant.
- Manticore and Masked Manticore range increased 2500 → 2600
- Cybernetics repair cost reduced by 50%.
- Removed the requirement to control a Processing Site in order to use gathered Ancient Resources.
- Removed Processing Site POIs from the Geoscape.
- Removed excavation time and resource cost for excavating Ancient Sites.
- The Behemoth now attacks Havens only if one of its flyers has visited and returned to it.
- Additional Behemoth disruption points awarded for:
- Destroyed Nest: +1
- Destroyed Lair: +2
- Destroyed Citadel: +3
- Behemoth attacks a haven: +1
- Behemoth corrupts a haven: +1
- Behemoth destroys a haven: +2
- Berith weapon count reduced to 3.
- Abaddon weapon count reduced to 4, HP reduced to 1100.
Tactical Changes General
- Rescue Soldier Mission adjusted to prevent rescued soldiers from being immediately wiped out mid/late game.
- Ambush missions now give 120 SP and include several loot crates.
- Goo Duration: 3 → 2 turns.
- Danchev MG: now applies 3 shred per bullet and range increased 9 → 17.
- Umbras now instantly die from fire weapons.
- Ancient Processing tactical maps merged into Ancient Mining map pool.
- Acheron default target point adjusted to be around the husk instead of the head.
- Resurrect Corpses no longer spawns Pandorans hosting Umbras.
- Medkits can now remove Bleed, Poison, and Paralysis from Mutoids.
Pandorans Balancing Changes
Chiron’s Blast Abdomen
Chiron’s Crystal Abdomen
Scylla’s Sonic Blast
General Umbra Rules
- Umbras now instantly die from fire weapons
Arthron Umbra
- Damage 90→70
- Piercing 20→10
- Speed 26→25
Triton Umbra
- Damage 90→Syphon 70
- Piercing 20→0
- Speed 26→29
- AP 1→2
Myrmidon (all types)
- Total HP 180, WP 18
- Speed 8 (12 with intact wings)
- Perception 20→30
- Torso: HP 180, Armor 10; no stat bonuses
- Wings: HP 65, Armor 10; +2 Speed per wing; proper flight-loss indicators
- Abilities : Take Flight range 20→23
- Other: Myrmidons are now capturable
Acid Myrmidon
- Acid damage 50→20
- Death explosion 50→20
- Gains Acid Immunity
Poison Myrmidon
Acheron (Base)
- Removed Call Reinforcements
- Husk: Confusion Cloud; HP +40; Armor 10→0
- Corruptive Spray: Range 15→30, +Acid 10, mist cone, 2/turn
- Leap: 1/turn
Acheron Prime
- Total HP 900→870
- Removed Call Reinforcements
- Husk: Confusion Cloud; Removed Armor Restore; HP +40, Armor 10→0
- Arms: Corruptive Spray +Acid 20, range 30, mist, 2/turn
- Leap: 1/turn
Acheron Achlys
- Total HP 900→970
- Removed Call Reinforcements
- Husk: Pepper Cloud; Removed Corruptive Cloud
- Resurrect Corpses: AP 2→3, WP 10→12,
- Husk HP 600→720, Armor 20→0,
- Arms changed to Goo Spray: Damage 10→30, Goo 10→1, +Acid 10, +Poison 20, 3/turn, HP 150→200
Acheron Achlys Champion
- Total HP 900→870
- Removed Call Reinforcements
- Head: HP 1200→1180
- Husk: Pepper Cloud; Removed Corruptive Cloud;
- Resurrect Corpses: AP 2→3, WP 10→12
- Husk HP 750→870, Armor 20→0
- Arms (Goo Spray): Damage 10→30, Goo 10→1, +Poison 30, 3/turn
Acheron Asclepius
- Total HP 900→910
- Call Reinforcements: AP 1→2, WP 5→12
- Husk: Removed Resurrect Corpses; HP 600→720, Armor 20→0
Acheron Asclepius Champion
- Total HP 1200→1120
- Call Reinforcements: AP 1→2, WP 5→12, Endurance 13→12
- Husk: Removed Resurrect Corpses + Corruptive Cloud; HP 750→870, Armor 20→0
- Torso Endurance 15→14
- Arms swapped to Neurotoxic Spray: WP requirement 2→0, 3/turn, HP 200→150, Armor 20→0
Bug Fixes
- Fixed bug preventing players from using character skills and causing enemies to skip turns when loading a tactical save.
- Fixed auto-loss bug when defending a Phoenix Base from a faction attack.
- Fixed a bug where players were unable to extract a vehicle during a specific Rescue Soldier mission
- Fixed characters taking excessive damage when moving vertically in fire (jumping/falling through flames).
- Fixed bug making Ambushes extremely rare after loading a save.
- Fixed a bug where actors could move into walls in certain Alien Base maps
- Fixed missing exit zones in a Disciples of Anu Elite Training haven defense mission and in the “Second Initiation”.
- Fixed bases not automatically powering on after repairing a damaged Energy Generator.
- Fixed a bug where Instil Frenzy played the wrong sound on activation
- Fixed Cyclops freezing on death.
- Fixed Legacy of the Ancients final cinematic not playing.
- Fixed Umbra sometimes spawning even when its host dies from fire.
- Fixed Umbra Triton inventory icon and description.
- Fixed all Acheron types unlocking at the same time instead of progressively during the campaign.
- Fixed incorrect % value in Confusion Cloud description.
- Fixed Corrosive Cloud affecting Acheron allies.
- Fixed Corrosive Cloud applying corruption incorrectly.
- Fixed Corruption Cloud not applying corruption.
We've released a hotfix for the game, which includes a Unity upgrade, which should correct the performance-related issues, such as UI lag and other slowdown problems.
The team is still working on fixes for other reported issues, which include, but aren’t limited to:
Game instability or frequent crashing
Delayed controller input or unresponsive controls
We also are evaluating potential Quality-of-life features requested by console owners to include in future updates, and we’ll be sure to communicate timing around both fixes and features as soon as we can.
Thank you!
NEW DLC: “Corrupted Horizons”
A new deadly strain of the Pandoravirus appears that saps the will from every being it touches! This is a deadly threat to Phoenix, but can they make use of it against the Pandorans, as well? Encounter fearsome enemies and build a special type of soldier as you fight across a new storyline with unique research, missions, and cinematics.
Corrupted Horizons Includes:
- NEW Story Missions and Cinematics, with New Research and Equipment
- NEW Enemy and Game Mechanic “Corruption”
- NEW Soldier Type
Alongside Corrupted Horizons, our newest Phoenix Point free content update, “Hypnos,” is now available for all GOG players as well, which includes new Quality-of-Life features, changes to diplomacy and research, and other upgrades as outlined below.
Hypnos v1.13
Geoscape
- Revealed Havens within the sphere of influence of a Pandoran Base will now give diplomatic bonuses or penalties, based on how long the Pandoran Base has been active after being revealed.
- Attacking a Faction will now increase the Alert level of that Faction towards Phoenix. At - High Alert, Phoenix Point can no longer attack that Faction and will have to wait a cooldown time for Alert level to go down. After an attack, the Threat level of missions against that Faction also increases by 1 level for a period of time.
- Rebalanced diplomatic penalties - players will receive higher diplomatic penalties when attacking Factions in which they have better relationships.
- Shared faction research rewards with Phoenix are now spread at different levels instead of being awarded at 50 diplomatic points. The shared research will be at 50% progress and will have to be completed by the player.
- The research reward for completing a Steal Research mission is now shown on the - Haven info panel. Players need to visit a Haven to find out what the reward will be.
- After a successful Haven Defense, surviving soldiers from the defending Faction may decide to join Phoenix if they have a positive relationship. The higher the difficulty setting, the lower the chance that a soldier might join.
- (DLC2) Each Archaeology Lab will provide 1 resource of passive income each day for every resource gathering site in control of that type.
Tactical
- Players will have to use the new Hack ability in order to complete the Steal Research mission objectives, which makes a soldier busy for 2 turns (unable to take action) until the Hack is complete.
- Disabling an eye of the Yuggothian entity will remove a Mark of the Void from a random soldier. A hint to support the mechanic will appear if hints are enabled.
Quality-of-Life improvements
- Added Cinematics library on the main menu to rewatch cinematics available during the game. Players will need to unlock these cinematics after this update for them to appear.
- Improvements to HUD UI when certain Tutorial hints are showing
- Revised the UI design in the Recruits tab
- Better trigger conditions for the Jet Jump tutorial step in the 2nd tutorial mission
- Main objectives on Geoscape that lead to campaign completion now have a unique icon
- Several hints added to Geoscape to better explain the Augmentation (DLC1) and
Mutation mechanics
- New pause/unpause settings in game options for Aircraft movement
Bug fixes
- Fixed a gameplay issue where Action Points would not count correctly after a unit stops its movement animation after spotting an enemy on the map.
- Fixed a rare issue where a living spider drone could cause the game to hang if it tries to move right when a mission is completed.
- Fixed an issue where a mind-controlled soldier by the Pandorans can see and shoot hidden player infiltrator soldiers
- Fixed several issues where Geoscape events could appear in the wrong order after player input
- Fixed the description of the Breathe Mist ability for the Synedrion armor
- (DLC2) Fixed a game stuck when a Hoplite would try to use a shield after its head is disabled
- (DLC2) Fixed texts with missing keys for Hoplite and Guardian enemies
- (DLC3) Fixed several cases where the Myrmidon would clip through collisions after using its Fly ability.
- (DLC3) Fixed a rare game hang after killing a poisonous Myrmidon.
- (DLC3) Fixed a hang during loading screen after completing an Interception Battle with 2 or more Phoenix Point aircrafts present at the location.
Patch Notes 1.11.1 Behemoth (30 June 2021)
Tactical
- Swarmer type damage is reduced by 10-15%.
TGeoscape
- Rate of mid and late-game interceptions reduced by up to 20%.
TBug fixes
- Implemented a workaround solution resolving the problem with the cinematics in the game on Windows 7.
- Fixed an issue where the hair of the units in the portraits in Tactical would not appear correctly.
- Fixed an issue where narrative messages wouldn’t appear in the “Gift” mission if the hints are disabled.
- Fixed an issue with the animation of the explosive egg upon destruction.
- Fixed a rare issue causing the game to be stuck when the interception minigame is paused during a muzzle flash VFX.
- Fixed an issue where in some cases the Corruption Node didn’t spawn during Infested Haven missions resulting in an instant victory for the player.
- Fixed an issue where after loading a save the Behemoth 3D model would appear while submerged.
- Fixed an issue where the save game button would occasionally become disabled after a lost ancient site defense.
- Fixed an issue where an inactive deploy button appears on sites when using the Masked Manticore.
- Fixed an issue where the Gills objective wouldn’t complete correctly.
- Fixed an issue where the 3D models in the intelligence reports appeared too bright.
- Fixed an issue where Mindfraggers can attack through walls on Synedrion maps.
- Fixed controller scheme instructions for inventory and soldier info.
- Fixed an issue where the Myrmidon spawn animation wouldn’t appear correctly.
- Alien eggs now fall properly when the floor beneath them is destroyed.
- Fixed an issue with the death animation of the Venomous Swarmer causing a delayed game response.
- Fixed a rare issue where the game has stuck after returning to Geoscape from a New Jericho story mission.
- Fixed an issue causing the description of the Pandoran evolution and Fire Worm research not showing correctly.
- Fixed an issue causing problems with buying soldier abilities before deploying on missions.
- Fixed an issue where the auto-battle button could not be selected with a controller.
- Other minor fixes.
ORRYX UPDATE 1.10.1 (12 March 2021)
Hello Phoenix Operatives! Today, we're releasing our newest content update that addresses a few issues that have arisen around the game, alongside some bug fixes. Most notably, players will now find that when firing at an enemy via Free Aim, the target will stay frozen throughout the entire sequence AKA no more enemy's flinching and causing the rest of the burst to miss.
Additionally, we heard the feedback around defenders and have made haven defenders alerted at mission start. Conversely, expect Ambushing enemies to also come prepared to bring it!
We know you're hungry for DLC 3 news and hope to share some updates as to what to expect in the coming weeks, but for now, feast those ravenous eyes on our patch notes below:
Tactical
- Added more contextual help messages and tooltips to tactical.
- In order to prevent misfires due to flinching, targets will now freeze during the firing sequence when shooting in Free Aim.
- Haven defenders are now alerted right from the start of the mission.
- Enemies in Ambush missions are now alerted from the start.
- Improved collisions in order to fix several issues related to cover and shooting on Synedrion and New Jericho maps.
Geoscape
- Each soldier in the game now has precisely 3 perks.
- Re-balance of the diplomacy rewards for Citadels, Lairs, and Nests missions.
- Citadels: from 15 to 12
- Lairs: from 10 to 8
- Nests: from 5 to 4
Bug fixes
- Fixed issues that caused the game to be stuck:
- During an enemy turn due to an enemy unit falling into the terrain.
- When spawning an Umbra and the floor beneath it is destroyed.
- When attempting to aim with the Danchev MG.
- When a soldier with a MasterMarksman ability dies in a fire.
- When using a Controller and entering the diplomacy screen while only one faction is discovered with no mission to offer.
- During an enemy turn after a Zeus/EMP grenade is thrown at an Armadillo.
- When clicking to activate the RageBurst ability from the UI, while the cursor is outside the map bounds.
- Other fixes include the following:
- Fixed a very rare issue with loading a save game on the Schism story mission related to the Exalted.
- Fixed an issue with the collisions on the curved parts of the Synedrion buildings.
- Fixed an issue causing Sophia's message at the end of tutorial missions 2 and 3 to appear twice.
- Fixed an issue causing a Fishman/Triton to take too much time to perform its turn.
- Fixed an issue causing Vehicles to be stuck after a collision with Synedrion buildings.
- Fixed an issue causing continued mind control of a unit even after the unit doing the mind control is evacuated.
- Fixed an issue preventing the start of the Disciples of Anu Second Initiation mission.
- Fixed an issue with Boom Blast making Reload Ability cost 0 for Explosive weapons.
- Fixed an issue preventing the PP Tech Remote Control ability to work on allied turrets.
- Fixed an issue preventing the opening of character info while the PX Combat Shield is equipped.
- Fixed a couple of UI issues with the indication of the selected target.
- Fixed an issue where some units don’t evacuate properly.
- Fixed the animation of the technician's hand in order to resolve a collision issue between the hand and the PX PDW weapon.
- Fixed an issue where a soldier can be recruited when the aircraft isn’t near to the haven.
- Fixed an issue preventing deleting saves in the game.
- Fixed several navigational and deployment issues.
ORRYX UPDATE 1.10 (2 Feb 2021)
Tactical
Mindfragged soldier can not be targeted with Bash.
Addressed issues around Paralysis and Panic:
-- Paralysis heal - improved medkits, technicians, aspidas now remove 50% of Paralysis value.
-- Panic lock - Recover ability gives Panic immunity for 1 turn.
Marked for Death change: Mark an enemy target. Until the end of the turn, each hit from an attack or individual round gets +10 damage. This effect does not stack.
Ground markers are removed while in free aim.
Umbra FX changed so it is a lot more noticeable.
Jet Pack jump - improved animation speed curve.
Zone line color is now orange when the soldier cannot use a weapon, either because it is broken or the soldier’s arm is disabled.
When out of ammo, the reload icon will pulse/flash.
Reinforcements enter in an alerted state by default.
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.
Geoscape
- Players should no longer run out of sites to continue missions.
Other
- Animation speed options available in the gameplay options (Standard, Fast, Faster, Dangerous).
- Removed the Throw Turret ability from the achievement requirements for “I can do everything”.
Bugfix
- Fixed an issue wherein rare occasions the entrance of the base in the base defense mission was walled off.
- Fixed an issue that prevents the start of a mission or scans on the map.
- Fixed a very rare issue where the game crashes when evacuating a vehicle that has an infiltrator inside, who is a master of a spider drone.
- Fixed a very rare issue where the game crashes when a unit kills himself with a grenade and causes panic in allied units.
- Fixed an issue where the continue is not shown in the main menu after making a save in the Geoscape and returning to the main menu.
- Fixed an issue where the game crashes when an enemy is struck with the Neurazer.
- Fixed a couple of issues where enemies appear inside structures which prevents the mission to be finished.
- Fixed a rare issue with a missing mission.
- Fixed an issue where a soldier with Berserker class can’t move after a technician healed his limbs.
- Fixed an issue where loading a saved game in Tactical has restored fully the AP of an allied soldier.
- Fixed an issue where it was possible to dismiss soldiers during the Geoscape tutorial, which may cause a problem progressing further in the game if all soldiers are dismissed. - Soldiers cannot be dismissed anymore before the tutorial is completed.
- Fixed an issue with missing/wrong information in memorial for soldiers killed by the guardians on the Ancient sites.
- Fixed an issue with the captured aliens section in the end game screen, always shows 0.
- Fixed an issue where entering free aim for the first time on a mission the background in the fakes is too dark.
- Fixed an issue with a bright flash at the start of some missions.
- Fixed an issue with the data setup for civilian character templates.
- Fixed an issue with triggering Rage burst while facing Yuggothian Entity.
- Fixed an issue causing Tactical hints to be on even when the Show Tactical Contextual - Hits option is disabled.
- Fixed an issue causing place holder name to be shown for the name of the decoy when infiltrator uses the decoy ability.
- Fixed inconsistent representation of equipment in the service record.
- Fixed an issue where after taking control of a dazed haven defender he can use a normal amount of AP as if it were not dazed.
- Fixed an issue with the acquired experience after completing Secure access of the aircraft objective on NJ heaven.
- Fixed an issue in the end report screen, not showing the total count of the faction missions correctly.
- Fixed an issue with the deployment of the riot shield. Now the shield can be deployed only once and needs to be retracted to change the position or to shoot with any weapon.
- Fixed an issue with the increase of the range of the "Expert Mounted Weapons" skill.
- Fixed an issue with the info window of a Scylla, not showing the ability for the Reactive - Mist the Scylla emits upon being damaged.
- Fixed a small localization issue.
- Fixed a collision issue with the Anu Hammer and the holding hand.
More to come in the future, so please keep sharing your feedback in forums or our Feedback tool and reporting issues in-game via F10 . Thanks!
POLARIS update 1.9.1 (10 December 2020)
We've just released a new hotfix for the game, squashing some bugs and improving some visibility. Keep your feedback coming, and remember to use F10 in-game to report any issues you encounter!
Bug Fixes
- In rare occasions, the game would freeze when the enemy and the player’s soldier are in the same tile during overwatch.
- A rare instance of a wrong localization with “The Warning“ encounter.
- Fixed an issue where nest map was entirely visible from the start.
- Tree outlines fixed in order to improve visibility in some maps.
- Fixed an issue where harvest stops working when loading into Geoscape.
- Fixed an issue with the sound when carrying the riot shield.
- Resolved a problem with the banter in tutorial three mission.
- Various minor issues.
Other
- Antarctica is now easier to reach.