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Build 36

15 Jul 10:56
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Build 36 Pre-release
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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 36 is up!

Changes compared to build 35:

Migration info:

  • Vehicles with Crusher=true + OmniCrusher=true / MovementZone=CrusherAll were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys TiltsWhenCrushes but can be customized individually for these two scenarios using TiltsWhenCrusher.Vehicles and TiltsWhenCrusher.Overlays, which both default to TiltsWhenCrushes.
  • Level=true projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. Use SubjectToLand=true to re-enable this behaviour.

New:

  • Allow overriding Shield.AffectTypes for each Warhead shield interaction (by Starkku)
  • TechnoType conversion warhead & superweapon (by Morton)
  • Unlimited skirmish colors (by Morton)
  • Example custom locomotor that circles around the target (NOTE: For developer use only) (by Kerbiter, CCHyper, with help from Otamaa; based on earlier experiment by CnCVK)
  • Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar)
  • Crushing tilt and slowdown customization (by Starkku)
  • Extra warhead detonations on weapon (by Starkku)
  • Customizable ElectricBolt Arcs (by Fryone, Kerbiter)
  • Chrono sparkle animation display customization and improvements (by Starkku)
  • Script action to Chronoshift teams to enemy base (by Starkku)
  • Digital display of HP and SP (by ststl, FlyStar, Saigyouji, JunJacobYoung)
  • PipScale pip size & ammo pip frame customization (by Starkku)
  • Additional sync logging in case of desync errors occuring (by Starkku)

Vanilla fixes:

  • Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (by Kerbiter)
  • Suppressed the BuildingCaptured EVA events when capturing a building considered as a vehicle (by Trsdy)

Phobos fixes:

  • Power output / drain should now correctly be applied for buildings created via LimboDelivery in campaigns (by Starkku)
  • Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
  • Fixed CanTarget not considering objects on bridges when checking if cell is empty (by Starkku)
  • Fixed new Phobos script actions not picking team leader correctly based on LeadershipRating (by Starkku)
  • Fixed an issue with Gunner=true vehicles not correctly using the first passenger’s mode with multiple passengers inside (by Starkku)
  • Used MindControl.Anim for buildings deployed from mind-controlled vehicles (by Trsdy)
  • Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
  • Fixed issues with Phobos AI script actions that may have caused problems like desync errors (by Starkku)

Build 35

28 May 13:37
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Build 35 Pre-release
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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 key AAOnly to enable anti-air only mode in conjunction with AA=yes.
  • LaunchSW.RealLaunch=false now checks if firing house has enough credits to satisfy SW's Money.Amount in order to be fired.
  • CreateUnit now creates the units by default at animation's height (even if CreateUnit.ConsiderPathfinding is enabled) instead of always at ground level. This behaviour can be restored by setting CreateUnit.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 as WarpOut.

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 via ZShapePointMove.OnBuildup (by Starkku)
  • UndeploysInto building selling buildup sequence length customization (by Starkku)

Vanilla fixes:

  • Transports with OpenTopped=true and weapon that has Burst 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 and Naval=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 how MakeInfantry 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 building ActiveAnim to be incorrectly restored while SpecialAnim was playing and the building was sold, erased or destroyed (by Starkku)

Build 34

20 Mar 23:23
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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)

Build 33

30 Jan 20:10
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Phobos development build 33 is up!

Contains all changes from v0.3, and in addition following changes compared to build 32:

New:

  • Crit.AffectsHouses for critical hit system (by Starkku)
  • Warhead or weapon detonation at superweapon target cell (by Starkku)
  • Super Weapons launching other Super Weapons (by Morton)
  • Launching Super Weapons on building infiltration (by Morton)
  • Building airstrike target eligibility customization (by Starkku)
  • IvanBomb detonation & image display centered on buildings (by Starkku)
  • Forcing specific weapon against cloaked or disguised targets (by Starkku)
  • Customizable ROF random delay (by Starkku)
  • Animation with Tiled=yes now supports CustomPalette (by ststl)
  • Toggleable DieSound when grinding (by Trsdy)
  • Shields can inherit Techno ArmorType (by Starkku)
  • Iron-curtain effects on infantries and organic units (by ststl)
  • Custom SlavesFreeSound (by TwinkleStar)
  • Allows jumpjet to crash without rotation (by TwinkleStar)
  • Spawn animation for CreateUnit (by Starkku)

Vanilla fixes:

  • Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy)
  • Allow usage of AlternateFLH%d of vehicles in OpenTopped transport. (by Trsdy)
  • Teams spawned by trigger action 7,80,107 can use IFV and OpenTopped logic normally (by Trsdy)
  • Prevented units from retaining previous order after ownership change (by Trsdy)
  • Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations (by Starkku)
  • Cloaked objects displaying to observers (by Starkku)
  • Cloaked objects from allies displaying to player in single player missions (by Trsdy)
  • Skip NaturalParticleSystem displaying from in-map pre-placed structures (by Trsdy)
  • Made sure that Suicide=yes weapon does kill the firer (by Trsdy)
  • Made sure that vxl units being flipped over get killed instead of rotating up and down (by Trsdy)
  • Allow jumpjet units to visually tilt or be flipped over on the ground even if TiltCrashJumpjet=no (by Trsdy)

Phobos fixes:

  • Fixed a few errors of calling for superweapon launch by LaunchSW or building infiltration (by Trsdy)
  • Add ImmuneToCrit for shields (by Trsdy)

Release v0.3

28 Jan 17:25
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Version 0.3 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3

IMPORTANT NOTE: Version 0.3.0.x (meaning either this release or any hotfixes that may follow) will be the final release of Phobos supporting Windows XP.

Full list of changes, including all new fixes & features in v0.3 can be found in changelog on What's New page of the documentation.

Changes compared to release candidate 2:

  • DetonateOnAllMapObjects.AffectTargets & DetonateOnAllMapObjects.AffectHouses now allow no targets types/houses by default (by Starkku)
  • DiskLaser.Radius now accepts correct input values, previously defined values require multiplication by 2π (by Trsdy)
  • Fixed problems with DeployFire / FireOnce fix (by Starkku)
  • Fixed a bug that caused certain options (such as BuildOffAlly) to not be saved correctly in save games (by secsome)
  • Fixed a bug that caused shield self-heal and respawn timers to be set to half their intended duration (by Starkku)
  • Fixed OpenTopped rangefinding not ignoring weapons that cannot be fired in transports (by Starkku)
  • Fixed a rare crash that would occur if a TechnoType was hit by critical hit on same frame it was created (by Starkku)
  • Fixed buildings created by superweapons via LimboDelivery incorrectly being taken into consideration when calculating AI base center (by Starkku).

Build 32 (0.3 release candidate #2)

09 Dec 21:06
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Phobos development build 32 is up! This is second release candidate for version 0.3, consider it as final release prior to 0.3 and test thoroughly.

Changes compared to build 31:

Vanilla fixes:

  • Fixed railgun particles being drawn to wrong coordinate against buildings with non-default TargetCoordOffset or when force-firing on bridges (by Starkku)
  • Fixed building TargetCoordOffset not being taken into accord for several things like fire angle calculations and target lines (by Starkku)

Phobos fixes:

  • Fix to art.ini Image swapping when loading a savefile by (by Morton)
  • Fix faulty VoxelAnim hook potentially causing crashes on loading save game (by Belonit)
  • Fixed shield animations (IdleAnim, BreakAnim and HitAnim) showing up even if the object shield is attached to is currently in a tunnel (by Starkku)
  • Fixed shields not being removed from sinking units until they have fully finished sinking (by Starkku)
  • Fixed Phobos Warhead effects (crits, new shield modifiers etc.) considering sinking units valid targets (by Starkku)
  • Fixed inconsistency with UseCenterCoordsIfAttached where it would slightly offset the animation from the object's center coordinates on non-building objects (by Starkku)
  • Fixed an issue where FireOnce=yes deploy weapons on vehicles would still fire multiple times if deploy command is issued repeatedly or when not idle (by Starkku)
  • Fixed engineers considering shield health instead of building health when determining if they can repair or capture a building (by Starkku)
  • Fixed a bug where under certain situations weapon selection would not correctly fall back to secondary weapon on shielded objects based on Warhead Verses (by Starkku)
  • Fixed a potential infinite loop scenario with passable TerrainTypes (by Starkku)
  • Fix to subterranean transports in "Move To..." script actions (by FS-21)
  • Fixes to various cases where instant kill / suicide behaviour would not work on objects (by Trsdy)
  • Fixed a game crash when checking BuildLimit if Phobos is running without Ares (by Belonit)
  • Fixed Launch Superweapon map trigger action not working correctly in all cases (by Trsdy)
  • Fixed Grinding.DisplayRefund not counting refunded credits from passengers or parasites in vehicles (by Starkku)
  • Fixes to random crashes in some AI script actions (by FS-21)
  • Fix to an issue that would cause a shield with AbsorbOverDamage=true to allow one point of damage to go through when destroyed in some cases (by Belonit)

Build 31 (0.3 release candidate)

08 Oct 15:33
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Phobos development build 31 is up! This is most likely the final release before 0.3 will be completed, so consider this a final release candidate and test it thoroughly. Changes compared to build 30:

Migration info:

  • Placement Preview logic has been adjusted, BuildingPlacementPreview.DefaultTranslucentLevel, BuildingPlacementGrid.TranslucentLevel, PlacementPreview.Show, PlacementPreview.TranslucentLevel and ShowBuildingPlacementPreview tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying [AudioVisual]->PlacementPreview=yes.
  • Existing script actions were renumbered, please use the migration utility (https://github.com/Phobos-developers/PhobosSupplementaries) to change the numbers to the correct ones.

New:

  • Type conversion and cloak support for LaserTrails (by Trsdy)
  • Customizable tooltip background color and opacity (by secsome)
  • FrameByFrame & FrameStep hotkey command (by secsome)
  • Building placement preview improvements (by Belonit)
  • Toggleable passenger killing for Explodes=true units (by Starkku)
  • Debug console for debug builds (by secsome)

Vanilla fixes:

  • Fixed the bug when MakeInfantry logic on BombClass resulted in Neutral side infantry (by Otamaa)

Phobos fixes:

  • Fix laser thickness for non-PrismSupport building-fired lasers (by Starkku)
  • Fix organic units wrongly show unit self heal pip (by handama)
  • Fix negative damage weapons considering shield health in target evaluation even if weapon Warhead has Shield.Penetrate=true (by Starkku)
  • Fixed desync caused by mind controlling non-idle units (by Starkku)
  • Fixed negative damage weapons considering shield health when evaluating targets even if Warhead had Shield.Penetrate set to true (by Starkku)
  • Fixed shield animations (IdleAnim, BreakAnim and HitAnim) showing up even if the object shield is attached to is currently underground (by Starkku)
  • Fixed some minor code issues and reworked some hook code for soundness (by Trsdy)

Project news:

  • Implemented automatic checking of docs, what's new and credits for new pull requests; to opt out prefix your PR title with [Minor] (by Belonit, Kerbiter)
  • Promoted @Starkku to be a co-maintainer and @chaserli to be a developer, please welcome them!

Build 30

14 Sep 21:23
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Phobos development build 30 is up! Changes compared to build 29:

Migration info:

  • RadApplicationDelay and RadApplicationDelay.Building on custom radiation types are now only used if [Radiation] -> UseGlobalRadApplicationDelay is explicitly set to false, otherwise values from [Radiation] are used.
  • Script actions 125 and 126 (timed jump) now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accomodate to this change.

New:

  • Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)
  • Implemented support for PCX images for campaign loading screen (by FlyStar)
  • Implemented support for PCX images for observer loading screen (by Uranusian)
  • Animated (non-tiberium spawning) TerrainTypes (by Starkku)
  • Shield Psychedelic Warhead immunity toggle (by Trsdy)
  • 'Shield is broken' map trigger event (by Trsdy)
  • New behaviors for objects' self-destruction under certain conditions (by Trsdy & FS-21)
  • Slaves' ownership decision when corresponding slave miner is destroyed (by Trsdy)
  • Customize buildings' selling sound and EVA voice (by Trsdy)
  • LaunchSW ignore Designators toggle (by Trsdy)

Vanilla fixes:

  • Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something (by Kerbiter)
  • Fixed projectiles with Inviso=true suffering from potential inaccuracy problems if combined with Airburst=yes or Warhead with EMEffect=true (by Starkku)
  • Fixed turreted jumpjet units always facing bottom-right direction when stop moving (by Trsdy)

Phobos fixes:

  • Fixed a game crash when using the Map Snapshot command (by Otamaa)
  • Fixed issue with incorrect input in edit dialog element when using IME (by Belonit)
  • Fixed an issue where tooltip text could be clipped by tooltip rectangle border if using MaxWidth > 0 (by Starkku)
  • Fixed weird interaction with Trajectory=Straight projectiles and Warhead PreImpactAnim (by Starkku)
  • Fixed projectiles with Trajectory=Straight suffering from potential inaccuracy problems if combined with Airburst=yes or Warhead with EMEffect=true (by Starkku)
  • Minor performance optimization related to shields (by Trsdy)
  • Miscellanneous performance optimizations (by Starkku & Belonit)
  • Fixed teleporting Chrono Miner considered to be idle by harvester counter, improved related game performance (by Trsdy)
  • Fixed issue with IsPassable TerrainTypes displaying cursor for uncontrollable objects when hovered over (by Starkku)
  • Fixed issue with IsPassable TerrainTypes that allowed multiple units to enter a cell occupied by one (by Starkku)
  • Fixed issue that caused RadHasInvoker=true rad sites to crash the game after the invoker died (by Starkku)
  • Fixed jumpjet objects being unable to detect cloaked objects beneath (by Trsdy)
  • Fixed flying strings for TransactMoney, Grinding etc. drawing over bottom command bar (by Trsdy)
  • Fixed mind-controlled buildings being unable to fire normally (by Trsdy)

Build 29

09 Jul 14:23
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Phobos development build 29 is up! Changes compared to build 28:

Migration info:

  • Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with rulesmd.ini->[General]->FixTransparencyBlitters=no.
  • Rad.NoOwner on weapons is deprecated. This has been replaced by RadHasOwner key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.

New:

  • Passable & buildable-upon TerrainTypes (by Starkku)
  • Toggle for passengers to automatically change owner if transport owner changes (by Starkku)
  • Superweapon launch on warhead detonation (by Trsdy)
  • Correct owner house for Warhead Anim/SplashList & Play Animation trigger animations (by Starkku)
  • Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)
  • Enhanced projectile interception logic, including projectile strength & armor types (by Starkku)
  • Initial Strength for Cloned Infantry (by FS-21)
  • OpenTopped transport rangefinding & deactivated state customizations (by Starkku)
  • Animation damage / weapon improvements (by Starkku)
  • Warhead self-damaging toggle (by Starkku)
  • Trailer animations inheriting owner (by Starkku)
  • Warhead detonation on all objects on map (by Starkku)

Vanilla fixes:

  • Anim owner is now set for warhead AnimList/SplashList anims and Play Anim at Waypoint trigger animations (by Starkku)
  • Fixed AI script action Deploy getting stuck with vehicles with DeploysInto if there was no space to deploy at initial location (by Starkku)
  • Fixed Foundation=0x0 causing crashes if used on TerrainTypes.
  • Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to Ares-introduced Warhead effects (by Starkku)
  • Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon (by Starkku)
  • Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc. (by Starkku)
  • Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding (only applies to Z-aware drawing mode for now) (by Apollo)

Phobos fixes:

  • Fixed a potential cause of crashes concerning shield animations (such in conjunction with cloaking) (by Starkku)
  • Fixed interceptors intercepting projectiles fired by friendly objects if the said object died after firing the projectile (by Starkku)
  • Fixed interceptor weapons with Inviso=true projectiles detonating the projectile at wrong coordinates (by Starkku)
  • Fixed some possible configuration reading issues when using Phobos with patches that rename uimd.ini (by Belonit)
  • Fixed issues with building-provided self-healing that caused UnitsGainSelfHeal to heal buildings by default (by Starkku)
  • Fixed a crash caused by DeployFireWeapon=-1 (by Otamaa)
  • Fixed building placement preview drawing over bottom command bar (by Kerbiter)
  • Fixed vehicles being disallowed from force-firing on Grinding=true buildings (by Starkku)
  • Fixed waypoint mode bypassing Infantry/UnitAbsorb checks on Grinding=true buildings (by Starkku)

Build 28

15 May 18:50
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Phobos development build 28 is up! Changes compared to build 27:

New:

  • Script Action 124 to 126 for timed Script Action jumps (by FS-21)
  • Trigger Action 505 for Firing SW at specified location (by FS-21)
  • Trigger Action 506 for Firing SW at waypoint (by FS-21)
  • Local warhead screen shaking (by Starkku)
  • Weapon owner detachment (by Starkku)
  • Feedback weapon (by Starkku)
  • TerrainType & ore minimap color customization (by Starkku)
  • Single-color weapon lasers (by Starkku)
  • Customizable projectile trajectory (by secsome)
  • Display damage numbers debug hotkey command (by Starkku)
  • Toggleable display of TransactMoney amounts (by Starkku)
  • Building-provided self-healing customization (by Starkku)
  • Minor adjustments for shields (by Starkku)
  • Building Placement Preview (by Otamaa)

Vanilla fixes:

  • Fixed the bug when reading a map which puts Preview(Pack) after Map lead to the game fail to draw the preview (by secsome)
  • Fixed aircraft & jumpjet units not being affected by speed modifiers (by Starkku)
  • Fixed vehicles (both voxel & SHP) to fully respect Palette (by Starkku)
  • Fixed mind control indicator animations not reappearing on mind controlled objects that are cloaked and then uncloaked (by Starkku)
  • Fixed Nuke carrier and payload weapons not respecting Bright setting on weapon (by Starkku)
  • Fixed buildings not reverting to undamaged graphics when HP was restored above [AudioVisual]->ConditionYellow via SelfHealing (by Starkku)
  • Anim owner is now set for warhead AnimList/SplashList anims and Play Anim at Waypoint trigger animations even if they do not use MakeInfantry/CreateUnit (by Starkku)
  • Fixed jumpjet units being unable to turn to the target when firing from a different direction (by trsdy)

Phobos fixes:

  • Fixed grinding and shield code issues (by Starkku)
  • Improved a few logics in script actions (by FS-21)
  • Fixed RemoveDisguise not working on PermaDisguise infantry (by Starkku)
  • Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow falloff to match the vanilla appearance (by Starkku)
  • Fixed a potential cause of crashes concerning shield animations (such in conjunction with cloaking) (by Starkku)
  • Fixed some tooltip text issues (by Starkku, secsome)