Releases: Phobos-developers/Phobos
Build 36
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 obeysTiltsWhenCrushes
but can be customized individually for these two scenarios usingTiltsWhenCrusher.Vehicles
andTiltsWhenCrusher.Overlays
, which both default toTiltsWhenCrushes
. Level=true
projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. UseSubjectToLand=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
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)
Build 34
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 viaAnimList.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
andAutoDeath.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/orLandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land withPrimary
weapon (by Starkku) - Fixed an issue that causes attached animations on flying objects not layer correctly (by Starkku)
- Restored
EVA_StructureSold
for buildings withUndeploysInto
(by Trsdy) - Allow MCV to redeploy in campaigns (by Trsdy)
- Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
butConstructionYard=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 withUndeploysInto
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 requiringCellSpread
) (by Starkku) - Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
Gunner=true
transports now correctly change turret if a passenger is removed byPassengerDeletion
(by Starkku)PassengerDeletion.Soylent
now correctly calculates refund value if removed passenger has no explicitly setSoylent
value (by Starkku)- Animation
Weapon
withDamage.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
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 supportsCustomPalette
(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 inOpenTopped
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
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)
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
andHitAnim
) 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)
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
andShowBuildingPlacementPreview
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 inNeutral
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
andHitAnim
) 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:
Build 30
Phobos development build 30 is up! Changes compared to build 29:
Migration info:
RadApplicationDelay
andRadApplicationDelay.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 withAirburst=yes
or Warhead withEMEffect=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 WarheadPreImpactAnim
(by Starkku) - Fixed projectiles with
Trajectory=Straight
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=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
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 byRadHasOwner
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 onGrinding=true
buildings (by Starkku)
Build 28
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)
afterMap
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
viaSelfHealing
(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 onPermaDisguise
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)