Build 34
Pre-release
Pre-release
Phobos development build 34 is up!
Changes compared to build 33:
New:
- Income money flying-string display when harvesters or slaves are docking to refineries (by Trsdy)
- Allow random crates to be generated only on lands (by Trsdy)
- Customizable aircraft spawner spawn delay (by Starkku)
- Customizable Cluster scatter distance (by Starkku)
- Customizable FlakScatter distance (by Starkku)
- Customizable debris & meteor impact and warhead detonation behaviour (by Starkku, Otamaa)
- Custom warhead debris animations (by Starkku)
- Multiple burst shots / burst delay within infantry firing sequence (by Starkku)
- Attached particle system for animations (by Starkku)
- Removal of hardcoded AA & Gattling weapon selection restrictions (by Starkku)
- Projectile
SubjectToLand/Water
(by Starkku) - Real time timers (by Morton)
- Default campaign game speed override and custom campaign game speed FPS (by Morton)
- Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)
AnimList
on zero damage Warheads toggle viaAnimList.ShowOnZeroDamage
(by Starkku)- Including INI files and inheriting INI sections (by Morton)
- Additions to automatic passenger deletion (by Starkku)
- Buildings considered as vehicles (by Starkku)
- TechnoType target evaluation map zone check behaviour customization (by Starkku)
CanC4=false
building zero damage toggle (by Starkku)- OpenTopped transport target sharing customization (by Starkku)
- Vanish animation for
AutoDeath.Behavior=vanish
(by Starkku) - Add limbo object tracking to
AutoDeath.TechnosExists
andAutoDeath.TechnosDontExist
(by Starkku) - Detonating
Detonate.Warhead
at the firing building instead of target cell (by Starkku)
Vanilla fixes:
- Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar's work)
- Break the mind-control link when capturing a mind-controlled building with an engineer (by Trsdy)
- Fixed the range for number of debris spawned by Warhead to use MaxDebris instead of MaxDebris - 1 (by Starkku)
- Fixed
LandTargeting=1
not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku) - Fixed
NavalTargeting=6
not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku) - Fixed
NavalTargeting=7
and/orLandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land withPrimary
weapon (by Starkku) - Fixed an issue that causes attached animations on flying objects not layer correctly (by Starkku)
- Restored
EVA_StructureSold
for buildings withUndeploysInto
(by Trsdy) - Allow MCV to redeploy in campaigns (by Trsdy)
- Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
butConstructionYard=no
(by Trsdy) - Fixed infantry without
C4=true
being killed in water if paradropped, chronoshifted etc. even if they can normally enter water (by Starkku) - Fixed
WaterBound=true
buildings withUndeploysInto
not correctly setting the location for the vehicle to move into when undeployed (by Starkku) - Allow more than 5
AlternateFLH
entries for units (by ststl) - Buildings with
CanC4=false
will no longer take 1 point of positive damage if hit by negative damage (by Starkku) - Buildings with primary weapon that has
AG=no
projectile now have attack cursor when selected (by Starkku) - Weapons with
AG=no
projectiles can no longer fire at any ground targets, instead of only being prevented firing at ground cells (by Starkku)
Phobos fixes:
AutoDeath
support for objects in limbo (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) - Reimplemented the bugfix for jumpjet units' facing when firing, discard the inappropriate
JumpjetTurnToTarget
tag (by Trsdy) - Fixed
RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiringCellSpread
) (by Starkku) - Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
Gunner=true
transports now correctly change turret if a passenger is removed byPassengerDeletion
(by Starkku)PassengerDeletion.Soylent
now correctly calculates refund value if removed passenger has no explicitly setSoylent
value (by Starkku)- 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) - Superweapon
Detonate.Weapon
&Detonate.Warhead
now use the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku) - Fixed script action 10103 skipping the next line or running when there are no transport units in the teams (by FS-21)
- Reordered the buttons in retry mission dialog (by Trsdy)
- Fixed PCX campaign loading screen issue (by Uranusian)