Releases: Phobos-developers/Phobos
Build 44
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 44 is up!
Changes compared to build 43:
Migration info:
PowersUpNAnim
is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require settingPowerUp1DamagedAnim
explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.SelfHealGainType
valuenone
has been changed tonoheal
due tonone
being treated as a blank string and not parsed by the game.- Affected target enum (
CanTarget
,Crit.Affects
et al) now considers buildings considered vehicles (ConsideredVehicle=true
or not set in conjunction withUndeploysInto
& 1x1 foundation) as units instead of buildings. - If
CreateUnit.AlwaysSpawnOnGround
is set to false, jumpjet vehicles created will now automatically take off instead of staying on ground. Set to true to force spawn on ground. DrawInsignia.AdjustPos.BuildingsAnchor
no longer has a default value and thus does not anchor insignia by default (vanilla behaviour).
New features:
- Toggle to allow spawned aircraft to attack immediately after being spawned (by Starkku)
ZAdjust
for OverlayTypes (by Starkku)- Allow customizing extra tint intensity for Iron Curtain & Force Shield (by Starkku)
- Option to enable parsing 8-bit RGB values from
[ColorAdd]
instead of RGB565 (by Starkku) - Customizing height at which subterranean units travel (by Starkku)
- Option for Warhead damage to penetrate Iron Curtain or Force Shield (by Starkku)
- Option for Warhead to remove all shield types at once (by Starkku)
- Allow customizing voxel light source position (by Kerbiter, Morton, based on knowledge of thomassnedon)
- Option to fix voxel light source being offset and incorrectly tilting on slopes (by Kerbiter)
- AI superweapon delay timer customization (by Starkku)
- Disabling
MultipleFactory
bonus from specific BuildingType (by Starkku) - Customizable ChronoSphere teleport delays for units (by Starkku)
- Allowed and disallowed types for
FactoryPlant
(by Starkku) - Customizable damage & 'crumbling' (destruction) frames for TerrainTypes (by Starkku)
- Custom object palettes for TerrainTypes (by Starkku)
- Forbidding parallel AI queues for specific TechnoTypes (by Starkku)
- Nonprovocative Warheads (by Starkku)
- Option to restore
PowerSurplus
setting for AI (by Starkku) FireOnce
infantry sequence reset toggle (by Starkku)- Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)
- Customizing effect of level lighting on air units (by Starkku)
- Allow building upgrades to use build limit groups (by Starkku)
- Damage reflection effect for AttachEffect (by Starkku)
- Additional AttachEffect discard and animation hide conditions (by Starkku)
- Additional options for
CreateUnit
such as spawning height and AI mission (by Starkku) - Additional shield options & interactions such as Warhead removing all shields implicitly or not displaying hit animation (by Starkku)
- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode (by TaranDahl/航味麻酱)
- Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl/航味麻酱)
Vanilla fixes:
- Weapons with
AA=true
Projectile can now correctly fire at air units when both firer and target are over a bridge (by Starkku) - Fixed disguised units not using the correct palette if target has custom palette (by NetsuNegi)
- Building upgrades now consistently use building's
PowerUpN
animation settings corresponding to the upgrade'sPowersUpToLevel
where possible (by Starkku) - Subterranean units are no longer allowed to perform deploy functions like firing weapons or
IsSimpleDeployer
while burrowed or burrowing, they will instead emerge first like they do for transport unloading (by Starkku) - Fixed
Temporal=true
Warheads potentially crashing game if used to attackSlaved=true
infantry (by Starkku) - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
- Animations with
MakeInfantry
andUseNormalLight=false
that are drawn in unit palette will now have cell lighting changes applied on them (by Starkku) - Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by Starkku)
- Fixed subterranean unit shadow projection when tilting to burrow (by Trsdy)
Phobos fixes:
- Fixed
Shield.Respawn.Amount
not defaulting to shield type default if not set (by Starkku) - Fixed frame by frame hotkey description to read
TXT_FRAME_BY_FRAME_DESC
instead ofTXT_DISPLAY_DAMAGE_DESC
(by DeathFishAtEase) - Buildings considered vehicles (
ConsideredVehicle=true
or not set in conjunction withUndeploysInto
& 1x1 foundation) are now considered units by affected target enum checks (by Starkku) - Fixed Phobos Warhead effects not reliably being applied on damage area as opposed to full weapon-based Warhead detonation (by Starkku)
- Fix
LimboKill
not working reliably (by CrimRecya) - Fixed
SelfHealGainType=none
not working (changed tonoheal
) (by Starkku) - Fixed AircraftTypes gaining self-healing from
UnitsGainSelfHeal
by default (while not displaying the pip) when they should not (by Starkku) - Restored vanilla behaviour of building veterancy insignia (by Starkku)
- Fixed an issue that caused
Passengers.SyncOwner
to not work correctly (by Starkku) - Fixed a crash caused by
SeparateAircraft=false
(by Starkku) - Fixed
IsPassable=true
TerrainTypes allowing vehicles to consider cells passable even if land type or other things should prevent it (by Starkku) - Fixed
ExtraWarheads
not detonating if main Warhead was nullified by Iron Curtain or Force Shield (by Starkku) - Improvements to custom tint code, potential fixes to edge case issues and crashes (by Starkku)
- Fixed issues with
SplashList
on both Warheads andIsMeteor
animations (by Starkku)
Fixes / interactions with other extensions:
IsSimpleDeployer
units with Hover locomotor andDeployToLand
no longer get stuck after deploying or play their move sound indefinitely (by Starkku)- All forms of type conversion (including Ares') now correctly update the warp-in delay if unit with teleport
Locomotor
was converted while the delay was active (by Starkku) - All forms of type conversion (including Ares') now correctly update
MoveSound
if a moving unit has their type changed (by Starkku)
Build 43
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 43 is up!
Changes compared to build 42:
Migration info:
- Digital display
Offset
andOffset.ShieldDelta
Y-axis coordinates now work in inverted fashion (negative goes up, positive goes down) to be consistent with how pixel offsets work elsewhere in the game.
New features:
- Allow restricting how many times per frame a single radiation site can damage a building (by Starkku)
- Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku)
- Allow customizing Aircraft weapon strafing regardless of
ROT
andStrafing.Shots
values beyond 5 (by Trsdy) - Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku)
- Allow
CloakVisible=true
laser trails optinally be seen only if unit is detected (by Starkku) - Customizing whether passengers are kicked out when an aircraft fires (by ststl)
- Shield hit flash (by Starkku)
- Option to scatter
Anim/SplashList
animations around impact coordinates (by Starkku) - Customizable wake anim (by TwinkleStar)
- AI script action to jump back to previous script after picking a random script (by handama)
- Insignias visibility and position adjustments (by Fryone)
- Promotion animation (by Fryone)
- Allow different technos to share build limit in a group (by ststl & Ollerus)
- Map events
604-605
for checking if a specific Techno enters in a cell (by FS-21) - Waypoint path is drawn for all units, even those not under player control if
DebugKeysEnabled=yes
(by Trsdy) RemoveDisguise
now works on vehicle disguises (by Trsdy)- Allow anchoring extended tooltips to the left side of the sidebar (by Trsdy)
DisplayIncome
string is now shown for spies stealing credits (by Trsdy)
Vanilla fixes:
- Air units are now reliably included by target scan with large range and Warhead detonation by large
CellSpread
(by Starkku)
Phobos fixes:
- Fixed radiation site damage not taking the radiation level reduction into accord (by Starkku)
- Correctly update laser trail position while techno is cloaked even if trail is not drawn (by Starkku)
- Fixed a crash/freeze that would occur if AttachEffect
ExpireWeapon
added/removed AttachEffects on the AttachEffect's owner (by Starkku) - Fixed a potential crash on transfering non-
Cumulative
AttachEffects from one object to another (by Starkku) - Fixed a potential crash caused by AI script action 10104 Chronoshift to Enemy Base (by Starkku)
- Fixed a potential desync caused by
BehavesLike=Fire
ParticleSystems withAdjustTargetCoordsOnRotation=true
(by Starkku) - Landed AircraftTypes are no longer explicitly excluded from using
Interceptor
logic (by Starkku) - Fix for potentially wrong time shown on SuperWeapon tooltips (by Trsdy)
- Some code optimizations (by Trsdy)
Build 42
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 42 is up!
Changes compared to build 41:
New features:
- Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku)
- Map trigger action 41 (Play animation at waypoint) now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku)
- Toggle to disable
OpenTopped
passenger weapons if transport hasDisableWeapons
AE (by Starkku)
Vanilla fixes:
- Objects in invalid map coordinates are no longer used for starting view and AI base center calculations (by Starkku)
- Units & buildings with
DecloakToFire=false
weapons can now cloak while targeting & reloading (by Starkku) - Units with
Sensors=true
will no longer reveal ally buildings (by Starkku)
Phobos fixes:
- Phobos Warhead effects combined with
CellSpread
now correctly apply to buildings if any of the foundation cells are hit (by Starkku) - Phobos Warhead effects on zero-
CellSpread
Warheads no longer apply to target if projectile detonates prematurely, far-away from target (by Starkku) - Fixed a save/load crash occuring with AttachEffect
Group
filters (by Starkku) - Fixed an issue with
DisguiseBlinkingVisibility
showing disguised units incorrectly with default value ofteam
(by Starkku) - Debug log now correctly states the offending item it failed to parse from enum value lists (f.ex
CanTarget
) (by Starkku) - Dump Object Info developer command now reliably show's objects target info even if target is a cell or a projectile (by Starkku)
- Fixed
RevealOnFire
being broken since Build 39 (by Trsdy) - Fixed projectile obstacle checks to work with
IsSonic
,IsMagBeam
andWave.Is(Big)Laser
(by Starkku) - Attempted to fix potential issues with map trigger action 500 (Save Game) and / or quicksave command (by Trsdy)
- Some minor code / performance optimizations (by Starkku & Trsdy)
Fixes / interactions with other extensions:
- All forms of type conversion (including Ares’) now correctly update
MoveSound
if a moving unit has their type changed (by Starkku)
Build 41
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 41 is up!
Changes compared to build 40:
Migration info:
[CrateRules]
->FreeMCV
now controls whether or not player is forced to receive unit from[General]
->BaseUnit
from goodie crate if they own no buildings or any existingBaseUnit
vehicles and own more than[CrateRules]
->FreeMCV.CreditsThreshold
(defaults to 1500) credits.- Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead
Verses
to affect target to apply unlessEffectsRequireVerses
is set to false. Shield armor type is used if target has an active shield that cannot be penetrated by the Warhead.
New features:
- Restore functionality of
[CrateRules]
->FreeMCV
with customizable credits threshold (by Starkku) - Allow customizing the number of vehicles required for unit crates to turn into money crates (by Starkku)
- Per-VehicleType reroll chance for
CrateGoodie=true
(by Starkku) - Warheads spawning powerup crates (by Starkku)
- Custom tint on TechnoTypes (by Starkku)
- Revenge weapon (by Starkku)
- AttachEffect types with new features like custom tint and weapon range modifier (by Starkku)
Vanilla fixes:
- Tint effects are now correctly applied to SHP vehicles and all types of aircraft as well as building animations regardless of their position (by Starkku)
- Iron Curtained / Force Shielded objects now always use the correct tint color (by Starkku)
Phobos fixes:
- Fixed
ShrapnelWeapon
only targeting allies by default (by Starkku)
Build 40
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 40 is up!
Changes compared to build 39:
New features:
- User setting toggles for harvester counter, power delta indicator and show mission briefing screen (by Starkku)
- Display for amount of weeds in storage on sidebar (by Starkku)
- Shrapnel weapon target filtering toggle (by Starkku)
- Customizable detonation chance for
ExtraWarheads
(by Starkku)
Vanilla fixes:
- Fixed a desync potentially caused by displaying of cursor over selected
DeploysInto
units (by Starkku) - Skipped drawing the rally point line when undeploying a factory (by Trsdy)
Phobos fixes:
- Fixed
AutoDeath
causing crashes when used to kill a parasite unit inside an another unit (by Starkku) - Fixed
ExtraShadow
onBouncer
/IsMeteor
animations not working (by Starkku) - Debug hotkeys are no longer shown in hotkeys menu if they are disabled (by Trsdy)
- Fixed radiation sites causing desyncs (by Trsdy)
- Fixed Phobos infiltration logic fixes breaking Ares'
Saboteur
logic (by Trsdy) - Fixed spawned missile shadows drawing at wrong position (by Trsdy)
- Minor optimization to performance of animation damage hook (by Starkku)
Build 39
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 39 is up!
Changes compared to build 38:
Migration info:
Shadow
for debris & meteor animations is changed toExtraShadow
.
New features:
- In addition to
PlacementGrid.Translucency
, allow to set the transparency of the grid when PlacementPreview is enabled, using thePlacementGrid.TranslucencyWithPreview
tag (by Belonit). - Show briefing screen on singleplayer mission start (by Starkku)
- Allow setting mission par times and related messages in
missionmd.ini
(by Starkku) - Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
- Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
AmbientDamage
warhead & main target ignore customization (by Starkku)- Flashing Technos on selecting (by Fryone)
- Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
- Projectile return weapon (by Starkku)
- Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
- Allow animations to play sounds detached from audio event handler (by Starkku)
- Game save option when starting campaigns (by Trsdy)
- Carryall pickup voice (by Starkku)
- Option to have
Grinding.Weapon
require accumulated credits from grinding (by Starkku) - Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
- Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
- Allow to change the speed of gas particles (by ZivDero)
- Allow upgrade animations to use
Powered
&PoweredLight/Effect/Special
keys (by Starkku) - Toggle for
Explodes=true
BuildingTypes to not explode during buildup or being sold (by Starkku) - Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)
Vanilla fixes:
Powered
/PoweredSpecial
buildings' powered anims will update as usual when being captured by enemies (by Trsdy)- Fixed a glitch related to incorrect target setting for missiles (by Belonit)
- Skipped parsing
[Header]
section of compaign maps which led to occasional crashes on Linux (by Trsdy) - Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)
- Fixed
AmbientDamage
when used withIsRailgun=yes
being cut off by elevation changes (by Starkku) - Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
- Fixed teleport units' frozen-still timer being reset after load game (by Trsdy)
- Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
- Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
- Aircraft docking on buildings now respect
[AudioVisual]
->PoseDir
as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku) - Spawned aircraft now align with the spawner's facing when landing (by Starkku)
- Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy)
- Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)
Phobos fixes:
- Fixed heal / repair weapons being unable to remove parasites from shielded targets if they were unable to heal / repair the parent unit (by Starkku)
- Fixed
Inviso=true
interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku) - Laser trails are now correctly reset first when parsed from maps etc (by Trsdy)
- INI keys with no preset default values can now be reset to this state by setting the value(s) to
<none>
or<default>
(for lists clears the entire list) (by Starkku) - Further optimization on map/superweapon retint fix on color schemes (by Starkku)
- Fixed
ApplyModifiersOnNegativeDamage
not working correctly (by Starkku) - Fixed a potential regression with tunnels & shield animation interaction (by Starkku)
- Fixed
AAOnly
not working correctly (by Starkku) - Attempting to combine
Trajectory
with other projectile logics (Arcing
,ROT
etc) will now disable the other logics and output a warning in debug log (by Starkku) - Potential fix to some digital display alignment issues (by ststl)
Build 38
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 38 is up!
Changes compared to build 37:
Migration info:
- Air and Top layer contents are no longer sorted, animations in these layers no longer respect
YSortAdjust
. Animations attached to flying units now get their layer updated immediately after parent unit, if they are on same layer they will draw above the parent unit.
Phobos fixes:
- Fixed
DetonateOnAllMapObjects
behaving erratically or potentially crashing if it destroys buildings using Ares' advanced rubble (by Starkku) - Fixed game crashing on loading save games if the saved game state had active radiation sites (by Starkku)
- Fixed a desync error caused by air/top layer sorting (by Starkku)
Fixes / interactions with other extensions:
- All forms of type conversion (including Ares') now correctly update
OpenTopped
state of passengers in transport that is converted (by Starkku)
Build 37
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Known issues
- There is at least one cause of desynchronization error occuring in multiplayer games that is yet to be solved but is under investigation.
- Loading a save game made when map had at least one active radiation site might crash the game, possibly without an error message or log.
Phobos development build 37 is up!
Changes compared to build 36:
New:
- Additional pipscale customizations (spawns, tiberium) (by Starkku)
- Auto-deploy/Deploy block on ammo change (by Fryone)
AltPalette
lighting toggle (by Starkku)- Unhardcoded timer blinking color scheme (by Starkku)
- Customizing shield self-healing timer restart when shield is damaged (by Starkku)
- Customizing minimum & maximum amount of damage shield can take from a single hit (by Starkku)
- Players can now be given ownership of preplaced buildings in Skirmish and Multiplayer in maps using houses of the format <Player @ X> where X goes from A to H for spawn positions 1-8 (by ZivDero)
AutoDeath.Technos(Dont)Exist
can optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku)- Wall overlay
Palette
support (by Starkku) - Show designator & inhibitor range (by Morton)
- Owner-only sound on unit creation (by Fryone)
- Allow using
Secondary
weapon against walls ifPrimary
cannot target them (by Starkku) - Reloading ammo in transports (by Starkku)
- Dump variables to file on scenario end / hotkey (by Morton)
- "House owns TechnoType" and "House doesn't own TechnoType" trigger events
- Allow toggling
Infantry/UnitsGainSelfHeal
forMultiplayPassive=true
houses (by Starkku) - Customizable straight trajectory detonation & snap distance and pass-through option (by Starkku)
- Airstrike & spy plane fixed spawn distance & height (by Starkku)
- Allow enabling application of
Verses
andPercentAtMax
for negative damage (by Starkku)
Vanilla fixes:
- Objects with
Palette
set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of[Colors]
list (by Starkku) - Animations using
AltPalette
are now remapped to their owner's color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku) - Fixed
DeployToFire
not considering building placement rules forDeploysInto
buildings and as a result not working properly withWaterBound
buildings (by Starkku) - Fixed
DeployToFire
not recalculating firer's position on land if it cannot currently deploy (by Starkku) Arcing=true
projectile elevation inaccuracy can now be fixed by settingArcing.AllowElevationInaccuracy=false
(by Starkku)EMPulseCannon=yes
building weapons now respectFloater
and Phobos-addedGravity
setting (by Starkku)- Fixed position and layer of info tip and reveal production cameo on selected building (by Belonit)
- Fixed
TurretOffset
to be supported for SHP vehicles (by TwinkleStar)
Phobos fixes:
- Fixed vehicle deploy weapons not working if the unit is cloaked and weapon has
DecloakToFire=true
(by NetsuNegi & Starkku) - Fixed
IsAnimated
terrain not updating correctly in all circumstances (by Starkku) - Fixed
CreateUnit
interaction with bridges (spawning under when shouldn't etc) (by Starkku) CanTarget
now considers bridges as land like game's normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer's elevation (by Starkku)- Fixed shield health bar having different horizontal offset from regular health bar (by Starkku)
- Fixed
Interceptor
not resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku) - Fixed
PlacementPreview
setting for BuildingTypes not being parsed from INI (by Starkku) - Fixed Phobos animation additions that support
CreateUnit.Owner
not also checkingMakeInfantryOwner
(by Starkku) - Fixed
AutoDeath
to consider all conditions for objects in limbo (by Starkku) - Shields will no longer take damage if the parent techno has
Immune=true
or hasTypeImmune=true
and the damage comes from instance of same TechnoType owned by same house (by Starkku) - Fixed interceptors causing multiplayer games to desync (by Starkku)
- Optimized performance for map trigger retint action light source fix (by Starkku)
- Fixed a number of issues with Warhead Shield respawn / self heal rate modifiers like timers getting reset unnecessarily, the timer being adjusted wrong after the Warhead effect runs out etc. (by Starkku)
- Fixed a problem with disguise visibility logic that could cause game to crash on loading a map (by Starkku)
- Fixed owned
LimboDelivery
buildings not being saved correctly in savegames (by Starkku) - Fixed a typo in weapon selector code causing issues with
NoAmmoWeapon
and related checks (by Starkku) - Fixed building ammo pip offset being wrong (by Starkku)
- Fixed additional sync logging not disabling correctly in singleplayer games (by Starkku)
- Fixed a regression causing
Crit.Warhead
to not have an explicit target for detonation (by Starkku) - Digital display should no longer draw on top of the bottom command bar (by Starkku)
Release v0.3.0.1
Version 0.3.0.1 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3.0.1
This release only contains fixes to Phobos features from 0.3 or before as well as additional sync logging, and is still compatible with Windows XP like 0.3 and unlike the newer development builds.
Changes compared to version 0.3:
New:
- Additional sync logging in case of desync errors occuring (by Starkku)
Phobos fixes:
AutoDeath
support for objects in limbo (by Trsdy)- Buildings sold by
AutoDeath
no longer play a click sound effect (by Trsdy) - Fixed shield animation being hidden while underground or in tunnels fix not working correctly (by Starkku)
- Restore the
MindClearedSound
when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy) - Fixed
RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiringCellSpread
) (by Starkku) - Fixed script action 10103 'Load Into Transports' unintentionally skipping next action (by FS-21)
- Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
- Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
- Animation
Weapon
withDamage.DealtByInvoker=true
now uses the invoker's house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku) - Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
- Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
- Fixed floating point value parsing precision to match the game (by Starkku)
- Power output / drain should now correctly be applied for buildings created via
LimboDelivery
in campaigns (by Starkku) - Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
- Fixed
CanTarget
not considering objects on bridges when checking if cell is empty (by Starkku) - Fixed vehicle deploy weapons not working if the unit is cloaked and weapon has
DecloakToFire=true
(by NetsuNegi & Starkku) - Fixed
IsAnimated
terrain not updating correctly in all circumstances (by Starkku) - Fixed
CreateUnit
interaction with bridges (spawning under when shouldn't etc) (by Starkku) CanTarget
now considers bridges as land like game's normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer's elevation (by Starkku)
Build 36
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 36 is up!
Changes compared to build 35:
Migration info:
- Vehicles with
Crusher=true
+OmniCrusher=true
/MovementZone=CrusherAll
were hardcoded to tilt when crushing vehicles / walls respectively. This now obeysTiltsWhenCrushes
but can be customized individually for these two scenarios usingTiltsWhenCrusher.Vehicles
andTiltsWhenCrusher.Overlays
, which both default toTiltsWhenCrushes
. Level=true
projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. UseSubjectToLand=true
to re-enable this behaviour.
New:
- Allow overriding Shield.AffectTypes for each Warhead shield interaction (by Starkku)
- TechnoType conversion warhead & superweapon (by Morton)
- Unlimited skirmish colors (by Morton)
- Example custom locomotor that circles around the target (NOTE: For developer use only) (by Kerbiter, CCHyper, with help from Otamaa; based on earlier experiment by CnCVK)
- Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar)
- Crushing tilt and slowdown customization (by Starkku)
- Extra warhead detonations on weapon (by Starkku)
- Customizable ElectricBolt Arcs (by Fryone, Kerbiter)
- Chrono sparkle animation display customization and improvements (by Starkku)
- Script action to Chronoshift teams to enemy base (by Starkku)
- Digital display of HP and SP (by ststl, FlyStar, Saigyouji, JunJacobYoung)
- PipScale pip size & ammo pip frame customization (by Starkku)
- Additional sync logging in case of desync errors occuring (by Starkku)
Vanilla fixes:
- Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (by Kerbiter)
- Suppressed the BuildingCaptured EVA events when capturing a building considered as a vehicle (by Trsdy)
Phobos fixes:
- Power output / drain should now correctly be applied for buildings created via LimboDelivery in campaigns (by Starkku)
- Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
- Fixed CanTarget not considering objects on bridges when checking if cell is empty (by Starkku)
- Fixed new Phobos script actions not picking team leader correctly based on LeadershipRating (by Starkku)
- Fixed an issue with Gunner=true vehicles not correctly using the first passenger’s mode with multiple passengers inside (by Starkku)
- Used MindControl.Anim for buildings deployed from mind-controlled vehicles (by Trsdy)
- Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
- Fixed issues with Phobos AI script actions that may have caused problems like desync errors (by Starkku)