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Ares-compatible C&C Red Alert 2: Yuri's Revenge engine extension

build-39

1 month ago

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 39 is up!

Changes compared to build 38:

Migration info:

  • Shadow for debris & meteor animations is changed to ExtraShadow.

New features:

  • In addition to PlacementGrid.Translucency, allow to set the transparency of the grid when PlacementPreview is enabled, using the PlacementGrid.TranslucencyWithPreview tag (by Belonit).
  • Show briefing screen on singleplayer mission start (by Starkku)
  • Allow setting mission par times and related messages in missionmd.ini (by Starkku)
  • Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
  • Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
  • AmbientDamage warhead & main target ignore customization (by Starkku)
  • Flashing Technos on selecting (by Fryone)
  • Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
  • Projectile return weapon (by Starkku)
  • Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
  • Allow animations to play sounds detached from audio event handler (by Starkku)
  • Game save option when starting campaigns (by Trsdy)
  • Carryall pickup voice (by Starkku)
  • Option to have Grinding.Weapon require accumulated credits from grinding (by Starkku)
  • Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
  • Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
  • Allow to change the speed of gas particles (by ZivDero)
  • Allow upgrade animations to use Powered & PoweredLight/Effect/Special keys (by Starkku)
  • Toggle for Explodes=true BuildingTypes to not explode during buildup or being sold (by Starkku)
  • Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)

Vanilla fixes:

  • Powered/PoweredSpecial buildings' powered anims will update as usual when being captured by enemies (by Trsdy)
  • Fixed a glitch related to incorrect target setting for missiles (by Belonit)
  • Skipped parsing [Header] section of compaign maps which led to occasional crashes on Linux (by Trsdy)
  • Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)
  • Fixed AmbientDamage when used with IsRailgun=yes being cut off by elevation changes (by Starkku)
  • Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
  • Fixed teleport units' frozen-still timer being reset after load game (by Trsdy)
  • Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
  • Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
  • Aircraft docking on buildings now respect [AudioVisual]->PoseDir as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku)
  • Spawned aircraft now align with the spawner's facing when landing (by Starkku)
  • Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy)
  • Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)

Phobos fixes:

  • Fixed heal / repair weapons being unable to remove parasites from shielded targets if they were unable to heal / repair the parent unit (by Starkku)
  • Fixed Inviso=true interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)
  • Laser trails are now correctly reset first when parsed from maps etc (by Trsdy)
  • INI keys with no preset default values can now be reset to this state by setting the value(s) to <none> or <default> (for lists clears the entire list) (by Starkku)
  • Further optimization on map/superweapon retint fix on color schemes (by Starkku)
  • Fixed ApplyModifiersOnNegativeDamage not working correctly (by Starkku)
  • Fixed a potential regression with tunnels & shield animation interaction (by Starkku)
  • Fixed AAOnly not working correctly (by Starkku)
  • Attempting to combine Trajectory with other projectile logics (Arcing, ROT etc) will now disable the other logics and output a warning in debug log (by Starkku)
  • Potential fix to some digital display alignment issues (by ststl)

build-38

5 months ago

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 38 is up!

Changes compared to build 37:

Migration info:

  • Air and Top layer contents are no longer sorted, animations in these layers no longer respect YSortAdjust. Animations attached to flying units now get their layer updated immediately after parent unit, if they are on same layer they will draw above the parent unit.

Phobos fixes:

  • Fixed DetonateOnAllMapObjects behaving erratically or potentially crashing if it destroys buildings using Ares' advanced rubble (by Starkku)
  • Fixed game crashing on loading save games if the saved game state had active radiation sites (by Starkku)
  • Fixed a desync error caused by air/top layer sorting (by Starkku)

Fixes / interactions with other extensions:

  • All forms of type conversion (including Ares') now correctly update OpenTopped state of passengers in transport that is converted (by Starkku)

build-37

7 months ago

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.

Known issues

  • There is at least one cause of desynchronization error occuring in multiplayer games that is yet to be solved but is under investigation.
  • Loading a save game made when map had at least one active radiation site might crash the game, possibly without an error message or log.

Phobos development build 37 is up!

Changes compared to build 36:

New:

  • Additional pipscale customizations (spawns, tiberium) (by Starkku)
  • Auto-deploy/Deploy block on ammo change (by Fryone)
  • AltPalette lighting toggle (by Starkku)
  • Unhardcoded timer blinking color scheme (by Starkku)
  • Customizing shield self-healing timer restart when shield is damaged (by Starkku)
  • Customizing minimum & maximum amount of damage shield can take from a single hit (by Starkku)
  • Players can now be given ownership of preplaced buildings in Skirmish and Multiplayer in maps using houses of the format <Player @ X> where X goes from A to H for spawn positions 1-8 (by ZivDero)
  • AutoDeath.Technos(Dont)Exist can optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku)
  • Wall overlay Palette support (by Starkku)
  • Show designator & inhibitor range (by Morton)
  • Owner-only sound on unit creation (by Fryone)
  • Allow using Secondary weapon against walls if Primary cannot target them (by Starkku)
  • Reloading ammo in transports (by Starkku)
  • Dump variables to file on scenario end / hotkey (by Morton)
  • "House owns TechnoType" and "House doesn't own TechnoType" trigger events
  • Allow toggling Infantry/UnitsGainSelfHeal for MultiplayPassive=true houses (by Starkku)
  • Customizable straight trajectory detonation & snap distance and pass-through option (by Starkku)
  • Airstrike & spy plane fixed spawn distance & height (by Starkku)
  • Allow enabling application of Verses and PercentAtMax for negative damage (by Starkku)

Vanilla fixes:

  • Objects with Palette set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of [Colors] list (by Starkku)
  • Animations using AltPalette are now remapped to their owner's color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku)
  • Fixed DeployToFire not considering building placement rules for DeploysInto buildings and as a result not working properly with WaterBound buildings (by Starkku)
  • Fixed DeployToFire not recalculating firer's position on land if it cannot currently deploy (by Starkku)
  • Arcing=true projectile elevation inaccuracy can now be fixed by setting Arcing.AllowElevationInaccuracy=false (by Starkku)
  • EMPulseCannon=yes building weapons now respect Floater and Phobos-added Gravity setting (by Starkku)
  • Fixed position and layer of info tip and reveal production cameo on selected building (by Belonit)
  • Fixed TurretOffset to be supported for SHP vehicles (by TwinkleStar)

Phobos fixes:

  • Fixed vehicle deploy weapons not working if the unit is cloaked and weapon has DecloakToFire=true (by NetsuNegi & Starkku)
  • Fixed IsAnimated terrain not updating correctly in all circumstances (by Starkku)
  • Fixed CreateUnit interaction with bridges (spawning under when shouldn't etc) (by Starkku)
  • CanTarget now considers bridges as land like game's normal weapon selection does (by Starkku)
  • AreaFire.Target now takes cells with bridges into consideration depending on firer's elevation (by Starkku)
  • Fixed shield health bar having different horizontal offset from regular health bar (by Starkku)
  • Fixed Interceptor not resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku)
  • Fixed PlacementPreview setting for BuildingTypes not being parsed from INI (by Starkku)
  • Fixed Phobos animation additions that support CreateUnit.Owner not also checking MakeInfantryOwner (by Starkku)
  • Fixed AutoDeath to consider all conditions for objects in limbo (by Starkku)
  • Shields will no longer take damage if the parent techno has Immune=true or has TypeImmune=true and the damage comes from instance of same TechnoType owned by same house (by Starkku)
  • Fixed interceptors causing multiplayer games to desync (by Starkku)
  • Optimized performance for map trigger retint action light source fix (by Starkku)
  • Fixed a number of issues with Warhead Shield respawn / self heal rate modifiers like timers getting reset unnecessarily, the timer being adjusted wrong after the Warhead effect runs out etc. (by Starkku)
  • Fixed a problem with disguise visibility logic that could cause game to crash on loading a map (by Starkku)
  • Fixed owned LimboDelivery buildings not being saved correctly in savegames (by Starkku)
  • Fixed a typo in weapon selector code causing issues with NoAmmoWeapon and related checks (by Starkku)
  • Fixed building ammo pip offset being wrong (by Starkku)
  • Fixed additional sync logging not disabling correctly in singleplayer games (by Starkku)
  • Fixed a regression causing Crit.Warhead to not have an explicit target for detonation (by Starkku)
  • Digital display should no longer draw on top of the bottom command bar (by Starkku)

v0.3.0.1

9 months ago

Version 0.3.0.1 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3.0.1

This release only contains fixes to Phobos features from 0.3 or before as well as additional sync logging, and is still compatible with Windows XP like 0.3 and unlike the newer development builds.


Changes compared to version 0.3:

New:

  • Additional sync logging in case of desync errors occuring (by Starkku)

Phobos fixes:

  • AutoDeath support for objects in limbo (by Trsdy)
  • Buildings sold by AutoDeath no longer play a click sound effect (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)
  • Fixed RadSiteWarhead.Detonate not detonating precisely on the affected object (thus requiring CellSpread) (by Starkku)
  • Fixed script action 10103 'Load Into Transports' unintentionally skipping next action (by FS-21)
  • Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
  • Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
  • 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)
  • Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
  • Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
  • Fixed floating point value parsing precision to match the game (by Starkku)
  • 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 vehicle deploy weapons not working if the unit is cloaked and weapon has DecloakToFire=true (by NetsuNegi & Starkku)
  • Fixed IsAnimated terrain not updating correctly in all circumstances (by Starkku)
  • Fixed CreateUnit interaction with bridges (spawning under when shouldn't etc) (by Starkku)
  • CanTarget now considers bridges as land like game's normal weapon selection does (by Starkku)
  • AreaFire.Target now takes cells with bridges into consideration depending on firer's elevation (by Starkku)

build-36

9 months ago

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

11 months ago

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

1 year ago

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

1 year ago

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)

v0.3

1 year ago

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

1 year ago

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)