Build 35
Pre-release
Pre-release
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 35 is up!
Changes compared to build 34:
Migration info:
- INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags
-Include
and-Inheritance
. - A previous change that made
AG=no
projectiles unable to fire against ground targets has been reverted. Use new keyAAOnly
to enable anti-air only mode in conjunction withAA=yes
. LaunchSW.RealLaunch=false
now checks if firing house has enough credits to satisfy SW'sMoney.Amount
in order to be fired.CreateUnit
now creates the units by default at animation's height (even ifCreateUnit.ConsiderPathfinding
is enabled) instead of always at ground level. This behaviour can be restored by settingCreateUnit.AlwaysSpawnOnGround
to true.- The obsolete
[General] WarpIn
has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type asWarpOut
.
New:
AAOnly
for projectiles (by Starkku)CreateUnit
improvements & additions (units spawning in air, spawn animation) (by Starkku)- Option to center pause menu background (by Starkku)
- LaunchSW.DisplayMoney (by Starkku)
- Disguise logic improvements (by Starkku)
- Custom insignias (by Starkku)
- Upgrade logic to allow altering of SpySat status (by Otamaa)
- Allow
ZShapePointMove
to apply during buildup viaZShapePointMove.OnBuildup
(by Starkku) UndeploysInto
building selling buildup sequence length customization (by Starkku)
Vanilla fixes:
- Transports with
OpenTopped=true
and weapon that hasBurst
above 1 and passengers firing out no longer have the passenger firing offset shift lateral position based on burst index (by Starkku) - Light tint created by a building is now able to be removed after loading the game (by Trsdy)
- Prevented crashing jumpjet units from firing (by Trsdy)
- Fixed disguised infantry not using custom palette for drawing the disguise when needed (by Starkku)
- Reenabled the obsolete
[General] WarpIn
as default anim type when units are warping in (by Trsdy) - Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy)
- Buildings with superweapons no longer display
SuperAnimThree
at beginning of match if pre-placed on the map (by Starkku) - AI players can now build
Naval=true
andNaval=false
vehicles concurrently like human players do (by Starkku)
Phobos fixes:
CreateUnit
now uses civilian house as owner instead if the intended owner house has been defeated (this is in-line with howMakeInfantry
works) (by Starkku)IsHouseColor
laser trails on techno now correctly change color when it changes owner (by Trsdy)- Fixed
Layer.UseObjectLayer=true
to work correctly for all cases where object changes layer (by Starkku) - Fixed floating point value parsing precision to match the game (by Starkku)
- Fixed
DetonateOnAllMapObjects.RequireVerses
not considering shield armor types (by Starkku) - Restored wake animation for debris animations and added
WakeAnim
for customization (by Starkku) - Fixed new AI attack scripts requiring non-zero damage instead of simply being able to target to be able to pick targets (by Starkku)
- Fixed a crash caused by incorrect values for
TilesInSet
being parsed from theater INIs (by Starkku) - Buildings sold by
AutoDeath
no longer play a click sound effect (by Trsdy)
Fixes / interactions with other extensions:
- Fixed an issue introduced by Ares that caused
Grinding=true
buildingActiveAnim
to be incorrectly restored whileSpecialAnim
was playing and the building was sold, erased or destroyed (by Starkku)