Build 37
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.
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)