Build 44
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 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 settingPowerUp1DamagedAnim
explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.SelfHealGainType
valuenone
has been changed tonoheal
due tonone
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 withUndeploysInto
& 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'sPowersUpToLevel
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 attackSlaved=true
infantry (by Starkku) - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
- Animations with
MakeInfantry
andUseNormalLight=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 ofTXT_DISPLAY_DAMAGE_DESC
(by DeathFishAtEase) - Buildings considered vehicles (
ConsideredVehicle=true
or not set in conjunction withUndeploysInto
& 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 tonoheal
) (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 andIsMeteor
animations (by Starkku)
Fixes / interactions with other extensions:
IsSimpleDeployer
units with Hover locomotor andDeployToLand
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)