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Build 34

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@MortonPL MortonPL released this 20 Mar 23:23
· 650 commits to develop since this 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 via AnimList.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 and AutoDeath.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/or LandTargeting=2 resulting in still targeting TerrainTypes (trees etc.) on land with Primary weapon (by Starkku)
  • Fixed an issue that causes attached animations on flying objects not layer correctly (by Starkku)
  • Restored EVA_StructureSold for buildings with UndeploysInto (by Trsdy)
  • Allow MCV to redeploy in campaigns (by Trsdy)
  • Allow buildings with UndeploysInto to be sold if Unsellable=no but ConstructionYard=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 with UndeploysInto 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 requiring CellSpread) (by Starkku)
  • Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
  • Gunner=true transports now correctly change turret if a passenger is removed by PassengerDeletion (by Starkku)
  • PassengerDeletion.Soylent now correctly calculates refund value if removed passenger has no explicitly set Soylent value (by Starkku)
  • 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)
  • 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)