Releases: Phobos-developers/Phobos
Release 0.4.0.1
This is a patch to 0.4 that does not introduce new features or break save game compatibility.
Changes since 0.4:
Vanilla fixes:
- Fixed preplaced aircraft outside visible map being incorrectly flagged as crashing under certain conditions (by Starkku)
Phobos fixes:
- AttachEffect
DisableWeaponsno longer interferes with 'can this unit/building fire weapons?' checks for units/buildings with no weapons (by Starkku) - Fixed starting infantry being scattered randomly on game start instead of being grouped (by 11EJDE11, Belonit, Ollerus)
- Fixed an issue with certain Warhead detonation features (f.ex
Crit.WarheadwithoutCrit.Warhead.FullDetonation=truenot snapping on the intended target withoutCellSpread) (by Starkku) - Fixed an issue with
UndeploysInto.Sellable(by TaranDahl) - Fixed an issue with
Powered/PoweredSpecialbuilding animation ownership change fix (by Trsdy) - Fixed
DisplayIncome,Transact.Moneyetc. display strings showing through shroud and for objects that are supposed to be hidden such as cloaked, undetected enemies (by Starkku) - Fixed an issue that could cause crashes when
FeedbackWeaponwas used to convert the firer to another TechnoType with less or no weapons (by Starkku) - Fixed an issue with parsing floating point numbers from INI that may have in some cases contributed to desyncs (by Starkku)
Release v0.4
Read the release highlights here:
Read the full changelog and migration notice for 0.4 in the dedicated documentation page.
Changes since 0.4 RC2:
- Ivan bombs no longer automatically center on building when attached. Set
[CombatDamage] -> IvanBombAttachToCenterto true to restore this behaviour. Due to technical constraints this cannot be customized per WeaponType (by Starkku) AlternateFLHno longer affects vehicle passengers by default. To re-enable it, setAlternateFLH.ApplyVehicle=trueon the transport unit (by NetsuNegi)- Fixed map trigger action
125 Build At...not always playing buildups correctly (by Starkku) - Fixed buildings that have their owner changed during buildup skipping buildup and sometimes not correctly clearing the state (by Starkku)
- Fix the issue of building with
UndeploysIntogetting stuck when placing/deploying to a place that the top cell has an object withIsPassable=falseandCanBeBuiltOn=truesince theWaterBound=truebuildings'UndeploysIntofix (by CrimRecya) - Fixed edge case issues/crashes with
CreateUnit+AlwaysSpawnOnGround=no+BalloonHoverjumpjets (by Starkku) - Handle AutoFire for type conversion (by Ollerus)
- Fix spawned missile destination being set incorrectly, leading to damage discrepancies with vanilla game (by Starkku)
- Added
UndeploysInto.Sellable=trueto preserve vanilla behavior (by TaranDahl) - Fixed previously broken
UndeploysIntovanilla behavior (by TaranDahl)
0.4 Release Candidate 2
A release candidate indicates that no new features or general fixes will be added before the full stable release. These versions are intended for final stability testing and can only receive fixes to existing additions in Phobos.
Read the changelog and migration notice for 0.4 in the dedicated documentation page.
Please note that due to the situation and currently employed Phobos versioning methodology, 0.4 doesn't include recent features and only received fixes during this year.
Changes since 0.4 RC1:
- Only force redraw on garrisonable buildings if occupant status actually changes (by Starkku)
- Fix an edge-case Insignia crash with
Gunner=yes(by Ollerus) - Fix ShieldType from new TechnoType being always correctly applied (by Starkku)
- Fix AllowTransfer not being considered in cases where both old and new TechnoType have eligible ShieldTypes (by Starkku)
- Fix potential edge case with various tint configurations between old and new shield not being properly updated (by Starkku)
- Add AI teams to sync logging (by Starkku)
- Fix the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads (by NetsuNegi)
- Fix issue with shield damage modifiers potentially under/overflowing shield damage (by Starkku)
- Further improve pathfinding crash fixes (by CrimRecya)
- Allow retint fix to be disabled with
[AudioVisual] -> UseRetintFix=noinrulesmd.ini(by Kerbiter)
Build 48
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 48 is up!
Changes compared to build 47:
Migration info:
IsSimpleDeployerunits now obey deploying facing constraint even without deploying animation. To disable this, setDeployDir(defaults to[AudioVisual] -> DeployDir) to -1.Vertical=trueprojectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image hasVoxel=trueor not. This behavior can be reverted by settingVerticalInitialFacing=falseon projectile inrulesmd.ini.Vertical=trueprojectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour setVertical.AircraftFix=falseon the projectile.- Weapons with
Airstrike=trueon Warhead will now check target eligibility for airstrikes regardless of weapon slot. UseAirstrikeTargets=allonPrimaryairstrike weapon Warhead to restore previous behaviour. UseCenterCoordsWhenAttachedhas been replaced by enumeration keyAttachedAnimPosition. SetAttachedAnimPosition=centerto replicate effects ofUseCenterCoordsWhenAttached=true.- Units'
LaserTrailswill no longer lag behind by one frame, so it needs to be repositioned (Previously, units with faster speeds may need to be positioned further ahead).
Note: This was originally introduced in Build 44 but no migration notice for it was ever put up and the functionality got bugfixes in this build
PowerUpNAnimis now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require settingPowerUpNDamagedAnimexplicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.PowersUpToLevel=-1upgrades still do not work correctlyPowerUpNAnimand such buildings should forgo using explicit upgrade animations.
New features:
- Parabombs (by Starkku & TaranDahl)
- Exclusive SuperWeapon Sidebar (by NetsuNegi & CrimRecya)
- Customize the scatter caused by aircraft attack mission (by TaranDahl)
- Customizable garrison and bunker properties (by Otamaa)
- Disable DamageSound for buildings (by Otamaa)
- Power plant damage factor (by Otamaa and Ollerus)
- Customize whether Crater=yes animation would destroy tiberium (by TaranDahl)
- Weapon target filtering by health percentage (by NetsuNegi)
- Turretless vehicles with Voxel=no support use FireUp like infantry (by FlyStar)
- Infantry support IsGattling=yes (by FlyStar)
- Several new Infotypes, no display in specific status and a new single frame display method (by CrimRecya)
- Targeting limitation for berzerk technos (by TaranDahl)
- Allowed faking digital display for InfoType=Health at disguise (by Ollerus)
- Warhead activation target health thresholds (by FS-21 & Kerbiter)
- Customize limit and sound when engineer repair a building (by NetsuNegi)
- Customizable debris trailer anim spawn delay (by CrimRecya)
- Display banner (by Morton & ststl)
- Allows refineries to use multiple ActiveAnim simultaneously (by TaranDahl)
- Electric/RadBeam trail for laser tails (by NetsuNegi)
- Add DebrisMinimums to keep the count of debris within a certain range (by CrimRecya)
- Several attackmove related enhancement (by TaranDahl)
- Ground line for select box (by NetsuNegi)
- Support for more optional weapons (by FlyStar)
- Task subtitles display in the middle of the screen (by CrimRecya)
- Event 606: AttachEffect is attaching to a Techno (by FS-21)
- Linked superweapons (by FS-21)
- Delayed fire weapons (by Starkku)
- Burst without delay (by CrimRecya & TaranDahl)
- Target scanning delay customization (by TaranDahl & solar-III)
- Force techno targeting in distributed frames to improve performance (by TaranDahl)
- Damaged aircraft image changes (by Fryone)
- Additional attached animation position customizations (by Starkku)
- Use SkipCrushSlowdown=true to avoid the bug related to Accelerates=true and MovementZone=CrushAll (by TaranDahl)
- Units can customize the attack voice that plays when using more weapons (by FlyStar)
- Customize squid grapple animation (by NetsuNegi)
- Auto deploy for GI-like infantry (by TaranDahl)
- Vehicles that have lost their target can customize the turret direction to align with the vehicle body (by FlyStar)
- Reverse engineer warhead (by CrimRecya)
- AI base construction modification (by CrimRecya)
- Jumpjet Climbing Logic Enhancement (by CrimRecya)
- Restore turret recoil effect (by CrimRecya)
- Customize hardcoded projectile initial facing behavior (by Starkku)
- Health bar permanently displayed (by FlyStar)
- IsSimpleDeployer facing customization & directional deploy animations (by Starkku)
- Ammo-based deploy customizations for vehicles expanded to non-IsSimpleDeployer deploy functions (by Starkku)
- Randomized anims for several behaviors (by Ollerus)
- Shield respawn animation and weapon (by Ollerus)
Vanilla fixes:
- Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues (by NetsuNegi)
- Fixed the bug that buildings will always be tinted as airstrike owner (by NetsuNegi)
- Fixed an issue where computer players did not search for new enemies after defeating them or forming alliances with them (by FlyStar)
- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
- Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi)
- Projectiles with
Vertical=truenow drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku) - When
Speed=0or the TechnoTypes cell cannot move due toMovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range.Area GuardandHuntmissions will also become ineffective (by FlyStar) - Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the...
v0.4 Release Candidate 1
Phobos v0.4 Release Candidate 1 is now available!
A release candidate indicates that no new features or general fixes will be added before the full stable release. These versions are intended for final stability testing and can only receive fixes to existing additions in Phobos.
Read the changelog and migration notice for this version in the dedicated documentation page.
Please note that due to the situation and currently employed Phobos versioning methodology, 0.4 doesn't include recent features and only received fixes during this year.
Please, give this release one final round of testing, and we will release 0.4 in a few weeks (aiming at end of August).
Build 47
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 47 is up!
Changes compared to build 46:
Migration info:
- Parsing priority of ShowBriefing and BriefingTheme between map file and missionmd.ini has been switched (from latter taking priority over former to vice-versa) due to technical limitations and compatibility issues with spawner DLL.
- Game will now produce fatal error with an error message if any of the files listed in [$Include] in any INI file do not exist.
- Aircraft with weapons that have Strafing.Shots < 5 will now keep flying after last shot like those with Strafing.Shots >= 5 do. This delay can now be customized explicitly by setting Strafing.EndDelay on the weapon.
New features:
- Damaged unit image changes (by Fryone)
- Customizable spawns queue (by TwinkleStar)
- Initial spawns number (by TwinkleStar)
- Override target under EMP attack behavior (By FS-21)
- Aircraft spawner recycling improvements (custom offset, animation etc.) (by TaranDahl)
- Technos can maintain a suitable distance after firing (by CrimRecya)
- Projectile subject to ground check before firing (by CrimRecya)
- Delay automatic attack on the controlled unit (by CrimRecya)
- BombParachute deglobalization (by TaranDahl)
- Sinkablity and sinking speed customization (by TaranDahl)
- Fast access vehicle (by CrimRecya)
- Laser, electric bolt and rad beam scatter (by CrimRecya)
- Airburst weapon firing/source coordinate customizations (by Starkku)
- AlternateFLH on-turret toggle (by Starkku)
- Fire weapon when Warhead kills something (by Ollerus)
- Prone speed customization (by TaranDahl)
- Customize damaged speed ratio of drive/ship loco (by NetsuNegi)
- Customize overpower logic (by NetsuNegi)
- Promotion animation deglobalization (by Ollerus)
- Enhanced reveal & gap warhead (by NetsuNegi)
- Forcing specific weapon by range (by Ollerus)
- Jumpjet Tilts While Moving (by CrimRecya)
- Spawned aircraft facing to match turret toggle (by Starkku)
- Removed dependency on blowfish.dll (by ZivDero)
- Warhead that can not kill (by FS-21)
- Customize parasite culling targets (by NetsuNegi)
- Overload characteristic dehardcoded (by Otamaa)
- RadarInvisible for non-enemy house (By TaranDahl)
- New Pips.HideIfNoStrength and SelfHealing.EnabledBy additions for shields (by FS-21)
- Customize harvester dump amount (by NetsuNegi)
- Select box logic (by NetsuNegi)
- Customize airstrike targets (by NetsuNegi)
- Aggressive attack move mission (by CrimRecya)
- Amphibious access vehicle (by CrimRecya)
- Allow miners do area guard (by TaranDahl)
- Make harvesters do addtional scan after unload (by TaranDahl)
- Passenger-based insignias (by Ollerus)
- Use InsigniaType to set the properties of insignia in a batch (by Ollerus)
- Tiberium eater logic (by NetsuNegi)
- Customize the damage taken when falling from a bridge (by FlyStar)
- Dehardcoded 255 limit of OverlayType (by secsome)
- Customizable airstrike flare colors (by Starkku)
- Allowed player’s self-healing effects to be benefited by allied or PlayerControl=true houses (by Ollerus)
Vanilla fixes:
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
- Buildings with foundation bigger than 1x1 can now recycle spawned correctly (by TaranDahl)
- Fixed an issue that
MovementZone=AmphibiousDestroyerandMovementZone=AmphibiousCrushertechnos being unable to enter on water structures (by CrimRecya) - Fixed an issue that laser, electric bolt and rad beam not support
Inviso=trueprojectiles withFlakScatter=trueto scatter (by CrimRecya) - Fixed the bug that
EnterBioReactorSound,LeaveBioReactorSound,EnterGrinderSoundon technotype does not used (by NetsuNegi) - Fixed the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yeswarhead (by NetsuNegi) - Fixed an issue that units on the slope tilted at an excessive angle (by CrimRecya & NetsuNegi)
- Fixed an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding (by CrimRecya)
- Fixed an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles (by CrimRecya)
- Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash (by NetsuNegi)
- Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error (by CrimRecya)
- Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by
IsLocomotor=yeswarhead (by NetsuNegi) - Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues (by NetsuNegi)
- Fixed the bug that buildings will always be tinted as airstrike owner (by NetsuNegi)
- Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them (by FlyStar)
- Fixed the bug that infantry ignored
PassengersandSizeLimitwhen entering buildings (by NetsuNegi) - Fixed the bug that ships can travel on elevated bridges (by NetsuNegi)
- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
- Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory (by CrimRecya & TaranDahl)
- Fixed a crash caused by electric bolt not invalidating Owner (by NetsuNegi)
- Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, Xkein, ZivDero)
- Fixed issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)
- Fixed an issue that caused
IsSonic=truewave drawing to crash the game if the wave traveled over a certain distance (by Starkku) - Fixed
Hospital=yesbuilding can't kick out infantry after loading a save (by FlyStar) - Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt (by Starkku)
- Fixed an issue where
FireAnglewould not work properly under certain circumstances (by TaranDahl) - Fixed the bug that healing weapons could not automatically acquire aerial targets (by TaranDahl)
- Technos are no longer unable to stop when it is above the elevated bridge, and they are still not allowed to stop moving under the elevated bridge, but can stop other missions (by CrimRecya)
- Fixed an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own (by CrimRecya)
- Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges (by CrimRecya & TaranDahl)
- Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge (by CrimRecya)
- Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge (by CrimRecya)
- Fixed an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc. (by TaranDahl)
- Fixed the bug that a unit can overlap with
Teleportunits after it's been damaged by a fallen unit lifted byIsLocomotor=yeswarheads (by NetsuNegi) - Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with
WaterBoundon water surface (by NetsuNegi) - Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead (by CrimRecya)
- Fixed an issue that game crashes when spawnee has been removed and is not real dead (by CrimRecya)
- Fixed
VoiceDeploynot played, when deployed through hot-key/command bar (by Fryone)
Phobos fixes:
- Fixed the bug that
AllowAirstrike=nocannot completely prevent air strikes from being launched against it (by NetsuNegi) 600 The shield of the attached object is brokenbug fix for the triggered event (by FlyStar)Strafingis now disabled by default when usingTrajectory(by CrimRecya)
Fixes / interactions with other extensions:
- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi)
- Fixed an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully (by FlyStar)
Build 46
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 46 is up!
Changes compared to build 45:
Migration info:
- Selecting weapons other than primary against walls based on
Wall=trueon Warhead etc. now requires[CombatDamage] -> AllowWeaponSelectAgainstWallsto be set to true first. - Lunar theater tileset parsing unhardcoding is now only applied if
lunarmd.inihas[General] -> ApplyLunarFixesset to true.
New features:
- Extending
Powerto all TechnoTypes (by Morton) - Allow using waypoints, area guard and attack move with aircraft (by CrimRecya)
- Enhanced Straight trajectory (by CrimRecya)
- Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)
- New Parabola trajectory (by CrimRecya)
- Enable building production queue (by CrimRecya)
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
- Custom exit cell for infantry factory (by Starkku)
- Option for vehicles to keep target when issued move command (by Starkku)
- Skip anim delay for burst fire (by TaranDahl)
- Type select for buildings (code by TaranDahl(航味麻酱), doc by Ollerus)
- Raise alert when technos are taking damage (by TaranDahl)
- Toggle waypoint for building (by TaranDahl)
- Bunkerable checks dehardcode (by TaranDahl)
- No turret unit turn to the target (by CrimRecya & TaranDahl)
- Damage multiplier for different houses (by CrimRecya)
- Customizable duration for electric bolts (by Starkku)
- Extended gattling rate down logic (by CrimRecya)
- Sell or undeploy building on impact (by CrimRecya)
- No rearm and reload in EMP or temporal (by CrimRecya)
- Draw visual effects for airburst weapons (by CrimRecya)
- Technos recount current burst index when change the firing weapon (by CrimRecya)
- Shield armor inheritance customization (by Ollerus)
- Selection flash can now be toggled in user settings (by Fryone)
Vanilla fixes:
- Fix
Stopcommand not working so well in some cases (by CrimRecya) - Use 2D distance instead of 3D to check whether in air team members have arrived destination (by CrimRecya)
- Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc. (by Starkku)
- Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct (by NetsuNegi)
- Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied (by 航味麻酱)
- Aircraft will now behave as expected according to it's
MovementZoneandSpeedTypewhen moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby (by CrimRecya) - Fix the bug that destroyed unit may leaves sensors (by tyuah8 & NetsuNegi)
FreeUnituses its ownSpeedTypeto determine where to spawn (by NetsuNegi)- Fix the bug where naval ships set to
AllowedToStartInMultiplayer=yesmay spawn incorrectly on land (by NetsuNegi) - Fix the bug where pathfinding issues occur when a building performs undeploy (by NetsuNegi)
- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
Phobos fixes:
- Type conversion on Warheads and Superweapons will no longer recursively convert units if applicable conversion pairs are listed, and only first applicable pair takes effect (by Starkku)
- Fixed
Ammo.DeployUnlockMinimumAmount/Ammo.DeployUnlockMaximumAmountbehavior inside tank bunkers (by Fryone) - Fixed
Ammo.AddOnDeploybehavior inside tank bunkers for non-converters (by Fryone) - Fixed an issue that caused new attack and move script actions to pick buildings with
InvisibleInGame=yesas targets (FS-21) - Fix
Insignia.Weaponfailing to parse in map (by Ollerus) - Potential fix to
CreateUnitcreating immune jumpjet units (by Trsdy) - Fixed an issue where Warhead would try to use anims from
Crit.AnimListeven if empty ifAnimList.CreateAllis set and critical hit was rolled (by Starkku) - Fixed an issue with
DeployToFire=truecausing desyncs (by CrimRecya) - Fixed an issue with
ExtraWarheadsettings incorrectly using the last defined value (by CrimRecya) - Fixed
EMPulse.SuspendOthersandPowerPlantEnhancerlogic states not being correctly included in save games (by Trsdy) - Fixed Shield.SelfHealing.RestartInCombat(Delay) not being parsed from INI correctly (by Starkku)
- Performance improvements on harvester counter, building radiation damage processing and pointer invalidation on animations (by Starkku)
- Large number of documentation fixes & improvements (by DeathFishAtEase & Kerbiter)
Fixes / interactions with other extensions:
- Fixed Academy (Ares feature) not working on the initial payloads (Ares feature) of vehicles built from a war factory (by Trsdy, supersedes Aephiex impl.)
- Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions (by Trsdy)
- Allowed
AuxBuildingand Ares'SW.Aux/NegBuildingsto count building upgrades (by Ollerus)
Build 45
UPD: There were some last minute issues at the time of releasing this build initially. We've now fixed them and reuploaded the build. Please redownload, apologies for inconvenience.
The correct dev. build should have the size (NOT the "on disk" size) of 977 920 bytes and have year 2024 in the copyright info of the DLL (right click on Phobos.dll -> Properties -> Details -> Copyright).
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 45 is up!
Changes compared to build 44:
Migration info:
- Critical hit animations created by
Crit.AnimOnAffectedTargets=trueWarheads no longer default toAnimList.PickRandomifCrit.AnimList.PickRandomis not set. Units.DisableRepairCostwas changed toUnits.UseRepairCost(note inverted expected value) as it no longer has discrete default value and affectsHospital=truebuildings, infantry do not have repair cost by default.
New features:
CreateUniton AnimTypes extension to any unit (vehicles, aircraft and infantry) (by Starkku)- AttachEffects updates (by Starkku)
DiscardOn=firingfor AttachEffects- Cumulative refresh options for AttachEffects
ExpireWeapon.TriggerOn=discard- Allow restricting whether AE ArmorMultiplier is applied to damage dealt by specific Warheads
- Reimplemented
Airburst&Splitslogic with more customization options (by Starkku) - Buildings considered as destroyable pathfinding obstacles (by Starkku)
- Customizable animation visibility settings (by Starkku)
- Combat light customizations & Light flash effect toggling (by Starkku)
- Unit repair customization for buildings (by Starkku)
- Toggle to disallow buildings from providing build area during buildup (by Starkku)
- Allow customizing which building types provide build area for a building (by Starkku)
Scorch/Flamerfire animation customization (by Starkku)- Warheads parasite removal customization (by Starkku)
- Allow infantry to use land sequences in water (by Starkku)
- Allow customizing charge turret delays per burst on a weapon (by Starkku)
- Allow customizing subterranean movement speed and allow parsing floating point Speed values (by Starkku)
Vanilla fixes:
- Removed the 0 damage effect from
InfDeath=9warheads to in-air infantries (by Trsdy) - Fixed damaged aircraft not repairing on
UnitReload=truedocks unless they land on the dock first (by Starkku) - Certain global tileset indices (
ShorePieces,WaterSet,CliffSet,WaterCliffs,WaterBridge,BridgeSetandWoodBridgeSet) are now correctly parsed for Lunar theater (by Starkku) - Fixed radiation timer after load game (by Trsdy)
- Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to
[Units]list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku) - Fixed objects with ally target and
AttackFriendlies=truehaving their target reset every frame, particularly AI-owned buildings. (by Starkku & Trsdy) - Power on Drive/Jumpjet/Ship/Teleport locomotors when getting unpiggybacked (by tyuah8)
Fixes / interactions with Ares:
- Weapons fired by EMPulse superweapons without
EMPulse.TargetSelf=truecan now create radiation (by Starkku) - Append Ares'
SW.Shotsusage to Phobos' extended tooltips (by Trsdy) - Fixed Ares' Abductor weapon leaving permanent placement while abducting moving units (by Trsdy)
- Suppressed Ares' swizzle warning when parsing
TagsandTaskForces(typically begin with[Developer fatal]Pointer 00000000 declared change to bothin debug.log). (by Trsdy) - Align Ares' CellSpread mechanism (for AttachEffect/EMP/IronCurtain wh) with Phobos' (by Trsdy)
Phobos fixes:
- Fixed AE movement-based discard conditions to not consider jumpjet idle hovering as movement(by Starkku)
- Fixed Nonprovocative not suppressing warnings on shielded objects (by Starkku)
- Fixed
LaunchSW.IgnoreInhibitorsandSW.Next.IgnoreInhibitorsoverriding correspondingIgnoreDesignatorssettings (by Ollerus) - Fixed FactoryPlant.Allow/DisallowTypes not working with LimboDelivery (by Starkku)
- Fixed FactoryPlant.Multiplier calculating results wrong for type-restricted FactoryPlants (by Starkku)
- Allow Strafing.Shots to affect actual spy planes (by Starkku)
- Fit tooltips background effects beyond sidebar (by CrimRecya)
- Fixed Crit.AnimList interaction with AnimList.CreateAll (by Starkku)
- Fixed infantry
SecondaryFire/SecondaryPronesequences being displayed in water instead ofWetAttack(by Starkku) - Minor performance improvements for turret shadow (by Trsdy)
- Fixed incorrect counter update for limbo-delivered buildings with
AutoDeath.XX.AllowLimboed(by CrimRecya) - Prevent Phobos warhead effects from affecting units being warpedout (by Trsdy)
- Use country index for Phobos trigger events and actions like vanilla game did (by handama)
- Fixed subterranean locomotor issues from build 44 (by Starkku)
- Potential fix for rare crash with Scorch/Flamer on 1 frame animations (by Starkku)
Build 44
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:
PowersUpNAnimis now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require settingPowerUp1DamagedAnimexplicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.SelfHealGainTypevaluenonehas been changed tonohealdue tononebeing treated as a blank string and not parsed by the game.- Affected target enum (
CanTarget,Crit.Affectset al) now considers buildings considered vehicles (ConsideredVehicle=trueor not set in conjunction withUndeploysInto& 1x1 foundation) as units instead of buildings. - If
CreateUnit.AlwaysSpawnOnGroundis 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.BuildingsAnchorno 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)
ZAdjustfor 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
MultipleFactorybonus 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
PowerSurplussetting for AI (by Starkku) FireOnceinfantry 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
CreateUnitsuch 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=trueProjectile 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
PowerUpNanimation settings corresponding to the upgrade'sPowersUpToLevelwhere possible (by Starkku) - Subterranean units are no longer allowed to perform deploy functions like firing weapons or
IsSimpleDeployerwhile burrowed or burrowing, they will instead emerge first like they do for transport unloading (by Starkku) - Fixed
Temporal=trueWarheads potentially crashing game if used to attackSlaved=trueinfantry (by Starkku) - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
- Animations with
MakeInfantryandUseNormalLight=falsethat 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.Amountnot defaulting to shield type default if not set (by Starkku) - Fixed frame by frame hotkey description to read
TXT_FRAME_BY_FRAME_DESCinstead ofTXT_DISPLAY_DAMAGE_DESC(by DeathFishAtEase) - Buildings considered vehicles (
ConsideredVehicle=trueor 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
LimboKillnot working reliably (by CrimRecya) - Fixed
SelfHealGainType=nonenot working (changed tonoheal) (by Starkku) - Fixed AircraftTypes gaining self-healing from
UnitsGainSelfHealby 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.SyncOwnerto not work correctly (by Starkku) - Fixed a crash caused by
SeparateAircraft=false(by Starkku) - Fixed
IsPassable=trueTerrainTypes allowing vehicles to consider cells passable even if land type or other things should prevent it (by Starkku) - Fixed
ExtraWarheadsnot 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
SplashListon both Warheads andIsMeteoranimations (by Starkku)
Fixes / interactions with other extensions:
IsSimpleDeployerunits with Hover locomotor andDeployToLandno 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
Locomotorwas converted while the delay was active (by Starkku) - All forms of type conversion (including Ares') now correctly update
MoveSoundif a moving unit has their type changed (by Starkku)
Build 43
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 43 is up!
Changes compared to build 42:
Migration info:
- Digital display
OffsetandOffset.ShieldDeltaY-axis coordinates now work in inverted fashion (negative goes up, positive goes down) to be consistent with how pixel offsets work elsewhere in the game.
New features:
- Allow restricting how many times per frame a single radiation site can damage a building (by Starkku)
- Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku)
- Allow customizing Aircraft weapon strafing regardless of
ROTandStrafing.Shotsvalues beyond 5 (by Trsdy) - Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku)
- Allow
CloakVisible=truelaser trails optinally be seen only if unit is detected (by Starkku) - Customizing whether passengers are kicked out when an aircraft fires (by ststl)
- Shield hit flash (by Starkku)
- Option to scatter
Anim/SplashListanimations around impact coordinates (by Starkku) - Customizable wake anim (by TwinkleStar)
- AI script action to jump back to previous script after picking a random script (by handama)
- Insignias visibility and position adjustments (by Fryone)
- Promotion animation (by Fryone)
- Allow different technos to share build limit in a group (by ststl & Ollerus)
- Map events
604-605for checking if a specific Techno enters in a cell (by FS-21) - Waypoint path is drawn for all units, even those not under player control if
DebugKeysEnabled=yes(by Trsdy) RemoveDisguisenow works on vehicle disguises (by Trsdy)- Allow anchoring extended tooltips to the left side of the sidebar (by Trsdy)
DisplayIncomestring is now shown for spies stealing credits (by Trsdy)
Vanilla fixes:
- Air units are now reliably included by target scan with large range and Warhead detonation by large
CellSpread(by Starkku)
Phobos fixes:
- Fixed radiation site damage not taking the radiation level reduction into accord (by Starkku)
- Correctly update laser trail position while techno is cloaked even if trail is not drawn (by Starkku)
- Fixed a crash/freeze that would occur if AttachEffect
ExpireWeaponadded/removed AttachEffects on the AttachEffect's owner (by Starkku) - Fixed a potential crash on transfering non-
CumulativeAttachEffects from one object to another (by Starkku) - Fixed a potential crash caused by AI script action 10104 Chronoshift to Enemy Base (by Starkku)
- Fixed a potential desync caused by
BehavesLike=FireParticleSystems withAdjustTargetCoordsOnRotation=true(by Starkku) - Landed AircraftTypes are no longer explicitly excluded from using
Interceptorlogic (by Starkku) - Fix for potentially wrong time shown on SuperWeapon tooltips (by Trsdy)
- Some code optimizations (by Trsdy)