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Releases: Phobos-developers/Phobos

Build 45

05 Dec 17:30
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Build 45 Pre-release
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UPD: There were some last minute issues at the time of releasing this build initially. We've now fixed them and reuploaded the build. Please redownload, apologies for inconvenience.

The correct dev. build should have the size (NOT the "on disk" size) of 977 920 bytes and have year 2024 in the copyright info of the DLL (right click on Phobos.dll -> Properties -> Details -> Copyright).

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 45 is up!

Changes compared to build 44:

Migration info:

  • Critical hit animations created by Crit.AnimOnAffectedTargets=true Warheads no longer default to AnimList.PickRandom if Crit.AnimList.PickRandom is not set.
  • Units.DisableRepairCost was changed to Units.UseRepairCost (note inverted expected value) as it no longer has discrete default value and affects Hospital=true buildings, infantry do not have repair cost by default.

New features:

  • CreateUnit on AnimTypes extension to any unit (vehicles, aircraft and infantry) (by Starkku)
  • AttachEffects updates (by Starkku)
    • DiscardOn=firing for AttachEffects
    • Cumulative refresh options for AttachEffects
    • ExpireWeapon.TriggerOn=discard
    • Allow restricting whether AE ArmorMultiplier is applied to damage dealt by specific Warheads
  • Reimplemented Airburst & Splits logic with more customization options (by Starkku)
  • Buildings considered as destroyable pathfinding obstacles (by Starkku)
  • Customizable animation visibility settings (by Starkku)
  • Combat light customizations & Light flash effect toggling (by Starkku)
  • Unit repair customization for buildings (by Starkku)
  • Toggle to disallow buildings from providing build area during buildup (by Starkku)
  • Allow customizing which building types provide build area for a building (by Starkku)
  • Scorch / Flamer fire animation customization (by Starkku)
  • Warheads parasite removal customization (by Starkku)
  • Allow infantry to use land sequences in water (by Starkku)
  • Allow customizing charge turret delays per burst on a weapon (by Starkku)
  • Allow customizing subterranean movement speed and allow parsing floating point Speed values (by Starkku)

Vanilla fixes:

  • Removed the 0 damage effect from InfDeath=9 warheads to in-air infantries (by Trsdy)
  • Fixed damaged aircraft not repairing on UnitReload=true docks unless they land on the dock first (by Starkku)
  • Certain global tileset indices (ShorePieces, WaterSet, CliffSet, WaterCliffs, WaterBridge, BridgeSet and WoodBridgeSet) are now correctly parsed for Lunar theater (by Starkku)
  • Fixed radiation timer after load game (by Trsdy)
  • Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to [Units] list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku)
  • Fixed objects with ally target and AttackFriendlies=true having their target reset every frame, particularly AI-owned buildings. (by Starkku & Trsdy)
  • Power on Drive/Jumpjet/Ship/Teleport locomotors when getting unpiggybacked (by tyuah8)

Fixes / interactions with Ares:

  • Weapons fired by EMPulse superweapons without EMPulse.TargetSelf=true can now create radiation (by Starkku)
  • Append Ares' SW.Shots usage to Phobos' extended tooltips (by Trsdy)
  • Fixed Ares' Abductor weapon leaving permanent placement while abducting moving units (by Trsdy)
  • Suppressed Ares' swizzle warning when parsing Tags and TaskForces (typically begin with [Developer fatal]Pointer 00000000 declared change to both in debug.log). (by Trsdy)
  • Align Ares' CellSpread mechanism (for AttachEffect/EMP/IronCurtain wh) with Phobos' (by Trsdy)

Phobos fixes:

  • Fixed AE movement-based discard conditions to not consider jumpjet idle hovering as movement(by Starkku)
  • Fixed Nonprovocative not suppressing warnings on shielded objects (by Starkku)
  • Fixed LaunchSW.IgnoreInhibitors and SW.Next.IgnoreInhibitors overriding corresponding IgnoreDesignators settings (by Ollerus)
  • Fixed FactoryPlant.Allow/DisallowTypes not working with LimboDelivery (by Starkku)
  • Fixed FactoryPlant.Multiplier calculating results wrong for type-restricted FactoryPlants (by Starkku)
  • Allow Strafing.Shots to affect actual spy planes (by Starkku)
  • Fit tooltips background effects beyond sidebar (by CrimRecya)
  • Fixed Crit.AnimList interaction with AnimList.CreateAll (by Starkku)
  • Fixed infantry SecondaryFire / SecondaryProne sequences being displayed in water instead of WetAttack (by Starkku)
  • Minor performance improvements for turret shadow (by Trsdy)
  • Fixed incorrect counter update for limbo-delivered buildings with AutoDeath.XX.AllowLimboed (by CrimRecya)
  • Prevent Phobos warhead effects from affecting units being warpedout (by Trsdy)
  • Use country index for Phobos trigger events and actions like vanilla game did (by handama)
  • Fixed subterranean locomotor issues from build 44 (by Starkku)
  • Potential fix for rare crash with Scorch/Flamer on 1 frame animations (by Starkku)

Build 44

30 Sep 18:20
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Build 44 Pre-release
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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 setting PowerUp1DamagedAnim explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.
  • SelfHealGainType value none has been changed to noheal due to none 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 with UndeploysInto & 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's PowersUpToLevel 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 attack Slaved=true infantry (by Starkku)
  • Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
  • Animations with MakeInfantry and UseNormalLight=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 of TXT_DISPLAY_DAMAGE_DESC (by DeathFishAtEase)
  • Buildings considered vehicles (ConsideredVehicle=true or not set in conjunction with UndeploysInto & 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 to noheal) (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 and IsMeteor animations (by Starkku)

Fixes / interactions with other extensions:

  • IsSimpleDeployer units with Hover locomotor and DeployToLand 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

14 Jul 13:20
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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 and Offset.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 and Strafing.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 with AdjustTargetCoordsOnRotation=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

19 Jun 16:28
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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 has DisableWeapons 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 of team (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 and Wave.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

19 May 17:41
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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 existing BaseUnit 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 unless EffectsRequireVerses 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

14 May 10:22
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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 on Bouncer / 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

08 Apr 17:28
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Build 39 Pre-release
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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 to ExtraShadow.

New features:

  • In addition to PlacementGrid.Translucency, allow to set the transparency of the grid when PlacementPreview is enabled, using the PlacementGrid.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 with IsRailgun=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

27 Nov 08:33
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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

05 Oct 17:53
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Build 37 Pre-release
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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 if Primary 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 for MultiplayPassive=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 and PercentAtMax 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 for DeploysInto buildings and as a result not working properly with WaterBound 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 setting Arcing.AllowElevationInaccuracy=false (by Starkku)
  • EMPulseCannon=yes building weapons now respect Floater and Phobos-added Gravity 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 checking MakeInfantryOwner (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 has TypeImmune=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

24 Jul 16:35
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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 requiring CellSpread) (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 with Damage.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)