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Releases: Phobos-developers/Phobos

Build 27

04 Mar 15:10
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Build 27 Pre-release
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Phobos development build 27 is up! Changes compared to build 26:

New:

  • Shrapnel enhancement (by secsome)
  • EnemyUIName= Now also works for other TechnoTypes (by Otamaa)
  • DestroyAnim & DestroySound for TerrainTypes (by Otamaa)
  • Weapons fired on warping in / out (by Starkku)
  • Storage.TiberiumIndex for customizing resource storage in structures (by FS-21)
  • Grinder improvements & customizations (by Starkku)
  • Attached animation position customization (by Starkku)
  • Trigger Action 505 for Firing at specified location (by FS-21)
  • Trigger Action 506 for Firing at waypoint (by FS-21)
  • New ways for self-killing objects under certaing cases (by FS-21)
  • ForceWeapon.Naval.Decloacked for overriding uncloaked underwater attack behavior (by FS-21)
  • Shared Ammo for transports to passengers (by FS-21)
  • Additional critical hit logic customizations (by Starkku)
  • Laser trails for VoxelAnims (by Otamaa)

Vanilla fixes:

  • Fixed AI Aircraft docks bug when Ares tag [GlobalControls] > AllowParallelAIQueues=no is set (by FS-21)
  • Fixed jumpjet units that are Crashable not crashing to ground properly if destroyed while being pulled by a Locomotor warhead (by Starkku)

Phobos fixes:

  • Improved shield behavior for forced damage (by Uranusian)
  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)
  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)
  • Fixed critical hit animation playing even if no critical hits were dealt due to Crit.Affects or ImmuneToCrit settings (by Starkku)
  • Fixed a possible crash involving unit DestroyAnim (by secsome)
  • Fixed negative superweapon RechargeTime incorrectly showing in tooltip (by secsome)
  • Fixed incorrect object health checks in Phobos-introduced AI attack script actions (by Uranusian)
  • Fixed Layer.UseObjectLayer to work correctly on animations (by Starkku)
  • Fixed Shield.Penetrate not being affected by Shield.AffectTypes (by Starkku)
  • Fixed target evaluation not always using correct armor type for shielded units (by Starkku)

Build 26

06 Jan 23:24
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Build 26 Pre-release
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Phobos development build 26 is up! Changes compared to build 25:

New:

  • Script Action 104 to 105 for new AI attacks (by FS-21)
  • Script Action 99 to 102 and 106 to 109 for new AI movements towards certain objects (by FS-21)
  • Script Action 103 that Modify Target Distance in the new move actions (by FS-21)
  • Script Action 110 that Modify how ends the new move actions (by FS-21)
  • Script Action 113 to Randomly Skip Next Action (by FS-21)
  • Customizable projectile gravity (by secsome)
  • Gates can now link with walls correctly via NSGates or EWGates (by Uranusian)
  • Per-warhead toggle for decloak of damaged targets (by Starkku)
  • DeployFireWeapon=-1 now allows the deployed infantries using both weapons as undeployed (by Uranusian)
  • Power delta (surplus) counter for sidebar (by Morton)
  • Added Production and Money to Dump Object Info command (by FS-21)

Vanilla fixes:

  • Fixed the bug when occupied building's MuzzleFlashX is drawn on the center of the building when X goes past 10 (by Otamaa)

Phobos fixes:

  • Fixed non-powered shields not automatically starting self-healing (by Starkku)
  • Improved shield behavior for forced damage (by Uranusian)
  • Fixed false debug.log notice for LaserTrailTypes (by Uranusian)
  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)
  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)
  • Fixed negative shield self-healing (by Starkku)
  • Fixed shield issues on TechnoType change (by Starkku)

Also Phobos will now automatically detach from Syringe if built with a debug config, which means you can attach without messing with Process Hacker or VS, thank secsome for that voodoo magic.

Also welcome @MortonPL to the family of Phobos developers!

Build 25

12 Dec 22:16
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Build 25 Pre-release
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Changes are in comparison to build 24.

New:

  • Shield modification warheads (by Starkku)
  • Shield BreakWeapon & InitialStrength (by Starkku)
  • Weapon targeting filter improvements (by Starkku)
  • Secondary weapon fallback customization (by Starkku)
  • AreaFire weapon target customization (by Starkku)
  • Auto-firing TechnoType weapons (by Starkku)
  • Quicksave hotkey command (by secsome)
  • Save Game Trigger Action (by secsome)
  • Numeric Variables (by secsome)
  • TechnoType's tooltip would display it's build time now (by secsome)
  • Script Action 111 that un-register Team success, is just the opposite effect of Action 49 (by FS-21)
  • Shield absorption and passthrough customization (by Morton)
  • Limbo Delivery of buildings (by Morton)
  • Ore stage threshold for HideIfNoOre (by Otamaa)
  • Image reading in art rules for all TechnoTypes (by Morton)
  • Attached animation layer customization (by Starkku)
  • Jumpjet unit layer deviation customization (by Starkku)
  • IsSimpleDeployer deploy direction & animation customizations (by Starkku)
  • Customizable projectile gravity (by secsome)
  • CreateUnit improvements to account pathfinding (by Starkku)

Vanilla fixes:

  • Fixed temporal weapon crash under certain conditions where stack dump starts with 0051BB7D (by secsome)
  • Fixed the bug when retinting map lighting with a map action corrupted light sources (by secsome)
  • Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian)

Phobos fixes:

  • Fixed shields being able to take damage when the parent TechnoType was under effects of a Temporal Warhead (by Starkku)
  • Fixed crit issues again (by secsome)

Note that keys rulesmd.ini->[SOMEWARHEAD]->PenetratesShield and rulesmd.ini->[SOMEWARHEAD]->BreaksShield have been changed to Shield.Penetrate and Shield.Break, respectively.

Build 24

09 Oct 18:24
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Build 24 Pre-release
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Includes fixes from v0.2.2.2. Changes are in comparison to build 22 (dev. branch).

New:

  • Adds a "Load Game" button to the retry dialog on mission failure (by secsome)
  • Default disguise for individual InfantryTypes (by secsome)
  • XDrawOffset for animations (by Morton)
  • Customizable OpenTopped properties (by Otamaa)
  • Automatic Passenger Deletion (by FS-21)
  • Script Action 74 to 81 and 84 to 91 for new AI attacks (by FS-21)
  • Script Actions 82 & 83 for modifying AI Trigger Current Weight (by FS-21)
  • Script Action 92 for waiting & repeat the same new AI attack if no target was found (by FS-21)
  • Script Action 93 that modifies the Team's Trigger Weight when ends the new attack action (by FS-21)
  • Script Action 94 for picking a random script from a list (by FS-21)
  • Script Action 112 to regroup temporarily around the Team Leader (by FS-21)
  • Script Action 95 to 98 for new AI movements towards certain objects (by FS-21)
  • ObjectInfo now shows current Target and AI Trigger data (by FS-21)

Phobos fixes:

  • Fix JumpjetControls fix not properly working due to parsing order (by Uranusian)
  • Fixed and improved PowerPlantEnhancer (by secsome)

Vanilla fixes:

  • Fixed temporal weapon crash under certain conditions where stack dump starts with 0051BB7D (by secsome)

Release v0.2.2.2 (build 23)

19 Sep 20:18
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Phobos fixes since v0.2.2.1:

  • Fixed shield type info not saving properly (by Uranusian)
  • Fixed extended building upgrades logic not properly interacting with Ares' BuildLimit check (by Uranusian)
  • Fix more random crashes for Cameo Priority (by Uranusian)
  • Fix aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku)

Release v0.2.2.1 (build 21)

22 Aug 12:24
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Phobos fixes since v0.2.2:

  • Fixed random crashes about CameoPriority (by Uranusian)
  • Fixed trigger action 125 not functioning properly (by Uranusian)
  • Fixed area warhead detonation not falling back to firer house (by Otamaa)
  • RadSite hook adjustment for FootClass to support Ares RadImmune; also various fixes to radiation / desolators (by Otamaa)
  • Fixed Crit.Affects not functioning properly (by Uranusian)
  • Fixed improper upgrade owner transfer which resulted in built ally / enemy building upgrades keeping the player who built them alive (by Kerbiter)

Build 22

22 Aug 13:48
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Build 22 Pre-release
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This release also includes fixes from hotfix v0.2.2.1.

New changes since build 20:

  • Initial Strength for TechnoTypes (by Uranusian)
  • Re-enable obsolete JumpjetControls for TechnoTypes' default Jumpjet properties (by Uranusian)
  • Weapon targeting filter (by Uranusian)
  • Burst-specific FLHs for TechnoTypes (by Starkku)
  • Burst delays for weapons (by Starkku)
  • PowerPlant Enhancer (by secsome)
  • Unlimited Global / Local Variables (by secsome)
  • Allow NotHuman=yes infantry to use random Death anim sequence (by Otamaa)
  • Ability for warheads to trigger specific NotHuman=yes infantry Death anim sequence (by Otamaa)

Vanilla fixes:

  • Fixed DeathWeapon not detonating properly (by Uranusian)
  • Fixed lasers & other effects drawing from wrong offset with weapons that use Burst (by Starkku)
  • Fixed buildings with Naval=yes ignoring WaterBound=no to be forced to place onto water (by Uranusian)

Phobos fixes:

  • Fixed extended building upgrades logic not properly interact with Ares' BuildLimit check (by Uranusian)

Version 0.2.2

31 Jul 18:32
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See build 19 changelog.

Build 20

31 Jul 20:59
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Build 20 Pre-release
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New:

  • LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)
  • Anim-to-Unit logic and ability to randomize DestroyAnim (by Otamaa)

Vanilla fixes:

  • Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN)

Build 19

25 Jul 21:30
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Build 19 Pre-release
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New changes since 0.2.1.1:

  • Customizable producing progress "bars" like CnC: Remastered did (by Uranusian)
  • Customizable cameo sorting priority (by Uranusian)
  • Customizable harvester ore gathering animation (by secsome, Uranusian)
  • Allow making technos unable to be issued with movement order (by Uranusian)

Vanilla fixes:

  • Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)

Phobos fixes:

  • Fixed the critical damage logic not functioning properly (by Uranusian)
  • Fixed the bug when executing the stop command game crashes (by Uranusian)