Releases: Phobos-developers/Phobos
Build 27
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 aLocomotor
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
orImmuneToCrit
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 byShield.AffectTypes
(by Starkku) - Fixed target evaluation not always using correct armor type for shielded units (by Starkku)
Build 26
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
orEWGates
(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 whenX
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
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
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)
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)
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 AresRadImmune
; 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
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 randomDeath
anim sequence (by Otamaa) - Ability for warheads to trigger specific
NotHuman=yes
infantryDeath
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
ignoringWaterBound=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
See build 19 changelog.
Build 20
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
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)