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Release v0.3.0.1

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@Starkku Starkku released this 24 Jul 16:35
· 468 commits to develop since this release

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)