v0.5-alpha1
Pre-release
Pre-release
·
14 commits
to release/v0.5
since this release
This is the first build on the new versioning scheme.
TL;DR more frequent releases that are essentially old devbuilds + fixes, pre-release become devbuilds, better documentation. Read more in the corresponding docs section.
Also, you need to use new SyringeEx, bundled with Phobos now. Also, gamemd.edb is an error database filled out with known EIPs, and Phobos.pdb is now read, so please use those with your mod to ease the debug.
Disclaimer: pre-release 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.
Migration (breaking changes)
Changes to vanilla behavior
- Vehicles paradropped by AI players now default to
Huntmission instead ofGuard, matching what infantry do. This can be customized by settingAIParadropMissionon the VehicleType, defaults to[General] -> AIParadropMission. IsSimpleDeployerunits now obey deploying facing constraint even without deploying animation ifDeployDiris explicitly set on the unit.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. - The default direction for aircraft landing on an airfield will use the direction specified by
[AudioVisual] -> PoseDir=instead of the building's direction, which can be reverted by settingAircraftDockingDir.DefaultToPoseDir=false.
Changes to Phobos behavior
ProjectileRange(Ares feature) now has weapon range modifiers applied to it if greater than 0 and unlessProjectileRange.ApplyModifiersis set to false on the WeaponType.Splits.TargetCellRange< 0 now applies special behaviour where the projectile does not consider nearby cells as additional targets if there are not enough techno targets to matchClustercount at all.- Combat light customizations introduced a bug that removed vanilla behaviour of ignoring detail level / framerate checks for colored combat light. This bug has been fixed but the previous behaviour can be restored by setting
CombatLightDetailLevel.CheckColoredon Warhead or globally under[AudioVisual]. [TechnoType] -> WarpAway=has now been changed to set the animation when units are erased to maintain semantic consistency with[General] -> WarpAway=. The animation that was originally controlled by[TechnoType] -> WarpAway=, which played instead of[General] -> WarpOut=when a Techno is chronowarped by chronosphere, now needs to be specified using[TechnoType] -> Chronoshift.WarpOut=, which defaults to the value of[TechnoType] -> WarpOut=.UseCenterCoordsIfAttachedhas been replaced by enumeration keyAttachedAnimPosition. SetAttachedAnimPosition=centerto replicate effects ofUseCenterCoordsIfAttached=true.- Units'
LaserTrailswill no longer lag behind by one frame, so it needs to be repositioned if the position was corrected to account for the bug. DeployingAnim.AllowAnyDirectionhas been superceded byDeployDir. Use value of -1 to re-enable the no facing restriction.- The following tags were renamed for consistency:
[AttachEffectType] -> AffectTargets->[AttachEffectType] -> AffectsTarget[AttachEffectType] -> ReflectDamage.AffectsHouses->[AttachEffectType] -> ReflectDamage.AffectsHouse[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouses->[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouse[TechnoType] -> AutoFire->[TechnoType] -> AutoTargetOwnPosition[TechnoType] -> AutoFire.TargetSelf->[TechnoType] -> AutoTargetOwnPosition.Self[WarheadType] -> DetonateOnAllMapObjects.AffectHouses->[WarheadType] -> DetonateOnAllMapObjects.AffectsHouse[WarheadType] -> DetonateOnAllMapObjects.AffectTargets->[WarheadType] -> DetonateOnAllMapObjects.AffectsTarget[WarheadType] -> Crit.AffectBelowPercent->[WarheadType] -> Crit.AffectsBelowPercent.[WarheadType] -> Crit.Affects->[WarheadType] -> Crit.AffectsTarget[WarheadType] -> Crit.AffectsHouses->[WarheadType] -> Crit.AffectsHouse[WarheadType] -> KillWeapon.Affects->[WarheadType] -> KillWeapon.AffectsTarget[WarheadType] -> KillWeapon.AffectsHouses->[WarheadType] -> KillWeapon.AffectsHouse[WarheadType] -> KillWeapon.OnFirer.Affects->[WarheadType] -> KillWeapon.OnFirer.AffectsTarget[WarheadType] -> KillWeapon.OnFirer.AffectsHouses->[WarheadType] -> KillWeapon.OnFirer.AffectsHouse[WarheadType/SuperWeaponType] -> Convert(N).AffectedHouses->[WarheadType/SuperWeaponType] -> Convert(N).AffectsHouse[SuperWeaponType] -> LimboKill.Affected->[SuperWeaponType] -> LimboKill.AffectsHouse
Note
- If it is detected that you are using the old INI flags, a warning will be outputted to
debug.log. - The old INI flags will still take effect, but if there are corresponding new version flags at the same time, the new version will take precedence.
- In v0.4, the direction for aircraft landing in the field would treat
[AudioVisual] -> PoseDir=as 256-directional instead of 8-directional; now it is controlled by[AudioVisual] -> PoseDir.Fieldand defaults to 32 times the value of[AudioVisual] -> PoseDir=to avoid breaking original behavior. - In v0.4, the landing direction of aircraft was clamped to
[0, 255]. This has now been improved to allow correct calculation of values exceeding 255, just like the originalPoseDir. Correspondingly, designs that previously relied on this clamping need to be manually adjusted to accommodate. - The extension system has been reworked to follow the game's own class model. Savegames made with earlier Phobos builds are incompatible with this version.
- Phobos now requires SyringeEx (v0.1.0.2 or newer) to run - under older Syringe versions the game will show an error and exit on startup. Replace
Syringe.exein your game folder with the one bundled with the Phobos package (also available separately on the SyringeEx releases page). - Some keys relating to
InterceptorandPassengerDeletiondid not have correctly set default values. The ones where fixing this issue changes behaviour are (old wrong default -> new fixed default):Interceptor.CanTargetHouses:none->enemiesPassengerDeletion.Rate.SizeMultiply:false->truePassengerDeletion.CostMultiplier:0.0->1.0PassengerDeletion.AllowedHouses:none->allPassengerDeletion.SoylentMultiplier:0.0->1.0PassengerDeletion.SoylentAllowedHouses:none->enemiesPassengerDeletion.DisplaySoylentOffset:none->all
Changes compared to inter-version builds / pre-releases
- Due to the format issue with
select.shpin vanilla Yuri's Revenge that prevents the Select box logic from rendering correctly,select.shpno longer serves as the default value for[SelectBoxType] -> Shape=, and you need to manually specify a value for this flag. - The following tags were renamed:
[WarheadType] -> Crit.AffectAbovePercent->[WarheadType] -> Crit.AffectsAbovePercent.
AttackMove.StopWhenTargetAcquiredandAttackMove.PursuitTargethave been replaced by new designs; please useApproachTarget.StopWhenInRangeandApproachTarget.PursuitTargetinstead. The old key is still read as a compatibility alias.
Changelog
New:
- Allow using waypoints, area guard and attack move with aircraft (by CrimRecya)
- Enhanced Straight trajectory (by CrimRecya)
- Enable building production queue (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)
- Extending
Powerto all TechnoTypes (by Morton) - New Parabola trajectory (by CrimRecya)
- Type select for buildings (code by TaranDahl, doc by Ollerus)
- Raise alert when technos are taking damage (by TaranDahl)
- Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)
- Toggle waypoint for building (by TaranDahl)
- Bunkerable checks dehardcode (by TaranDahl)
- No turret unit turn to the target (by CrimRecya & TaranDahl)
- Damage multipliers (by CrimRecya & Ollerus)
- Customizable duration for electric bolts (by Starkku)
- Customizable FLH tracking 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)
- Technos recount current burst index when change the firing weapon (by CrimRecya)
- Shield armor inheritance customization (by Ollerus)
- 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)
- Parabombs (by Starkku & 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 and firing effect & offset 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 and target type (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.HideIfNoStrengthandSelfHealing.EnabledByadditions 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
InsigniaTypeto 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 & ZivDero) - Customizable airstrike flare colors (by Starkku)
- Allowed player's self-healing effects to be benefited by allied or
PlayerControl=truehouses (by Ollerus) - Exclusive SuperWeapon Sidebar (by NetsuNegi & CrimRecya)
- Customize the scatter caused by aircraft attack mission (by TaranDahl)
- Customizable garrison and bunker properties (by Otamaa)
- Disable
DamageSoundfor buildings (by Otamaa) - Power plant damage factor (by Otamaa and Ollerus)
- Customize whether
Crater=yesanimation would destroy tiberium (by TaranDahl) - Weapon target filtering by health percentage (by NetsuNegi)
- Turretless vehicles with
Voxel=nosupport useFireUplike 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=Healthat 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
DebrisMinimumsto keep the count of debris within a certain range (by CrimRecya) - Attack move - follow and attack move - without weapon (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=trueto avoid the bug related toAccelerates=trueandMovementZone=CrushAll(by TaranDahl) - Automatic conversion based on ammo (by FS-21)
- 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)
IsSimpleDeployerfacing and deploy check, 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)
- Customize the chained damage of the wall (by TaranDahl)
- Allow the aircraft to enter area guard mission and not crash immediately without any airport (by CrimRecya)
- Unlimbo Detonate warhead (by FlyStar)
- Attack and damage technos underground (by TaranDahl)
- Fast access structure (by FlyStar)
- Toggle off laser trail and shake effects (by Ollerus)
- Dehardcode the
ZAdjustof warhead anim (by TaranDahl) - Interceptor target scan delay customization & cylindrical rangefinding (by Starkku)
- Allow deploy controlled MCV (by NetsuNegi)
- Customize if cloning need power (by NetsuNegi)
- Added Target Filtering Options to AttachEffect System (by Flactine)
- Customize type selection for IFV (by NetsuNegi)
- CellSpread in cylinder shape (by TaranDahl)
- CellSpread damage check if victim is in air or on floor (by TaranDahl)
- OpenTopped range bonus and damage multiplier customization for passengers (by Ollerus)
- AutoDeath upon ownership change (by Ollerus)
- Script Action 14004 for forcing all new actions to target only the main owner's enemy (by FS-21)
- Allow merging AOE damage to buildings into one (by CrimRecya)
- Allow customizing whether to synchronously change the owner of the RadioLink-linked units when the owner of a building changes (by TaranDahl)
- Toggle per-target warhead effects apply timing (by TaranDahl)
- Extra range for chasing and pre-firing (by TaranDahl)
- Allow techno type considered as other type when recruiting techno for teams (by NetsuNegi)
- Map Action
511Undeploy Building to Waypoint,609Set Radar Mode,610Set house'sTeamDelaysvalue (by FlyStar) - Toggle to exclude technos from base center calculations (by Starkku)
- Weapons now support
AttackFriendliesandAttackCursorOnFriendlies(by FlyStar) - Attack non-threatening structures extensions (by FlyStar)
- Customize size for mind controlled unit (by NetsuNegi)
- Deploy priority filtering (by Starkku)
- Weapon target filtering by target veterancy (by Flactine)
- Warhead effect filtering by target veterancy (by Flactine)
- Vehicle Deployment Enhancement (by FlyStar)
ProductionAnimis now available forFactory=InfantryTypeas well as non-ConstructionYard=trueFactory=BuildingTypebuildings (by Starkku)- Extra settings for
Adjacent.Disallowed(by Starkku) - Allow customizing how many times
FactoryPlantbonuses can be applied from a BuildingType (by Starkku) - Maximum amount for power plant enhancer (by Ollerus)
- Return warhead (by Ollerus)
AllowBerzerkOnAllies(by TaranDahl)- Customize whether weapon can be used to targeting ironcurtained technos or not (by NetsuNegi)
- Customizable disk drain logic (by NetsuNegi)
- Customizable paradropped unit missions (by Starkku)
- Customizable paradrop delay (by Starkku)
- Option to scale
PowerSurplussetting if enabled to current power drain withPowerSurplus.ScaleToDrainAmount(by Starkku) - Global default value for
DefaultToGuardArea(by TaranDahl) - Weapon range finding in cylinder (by TaranDahl)
- Penetrates damage on transporter (by NetsuNegi)
- Added amount limit of
LimboKill(by NetsuNegi) - Customizations for techno type target scan/guard range (by Starkku)
- Spawns particle when spawns tiberium by terrain (by NetsuNegi)
- Allow jumpjet climbing ignore building height (by TaranDahl)
- Allow draw SuperWeapon timer as percentage (by NetsuNegi)
- Customize particle system of parasite logic (by NetsuNegi)
- Taunt warhead (by TaranDahl)
- Custom hover vehicles shutdown drowning death (by FlyStar)
- SHP turret vehicles support the use of
*tur.shpfiles (by FlyStar) - Implement
CurleyShufflefor AircraftTypes (ported from Vinifera by Noble_Fish) - Customize which parasite can remove by warhead (by NetsuNegi)
- Add toggle of whether shield use ArmorMultiplier or not (by NetsuNegi)
- Allow the use of more precise calculation of repair costs (by NetsuNegi)
- Customize default mirage disguises per vehicletypes (by NetsuNegi)
- Allow customize jumpjet properties on warhead (by NetsuNegi)
- Customize effects range of power plant enhancer (by NetsuNegi)
- Allow each side to customize the color when the proportion of working miners is higher than
HarvesterCounter.ConditionYellow(by Noble_Fish) - Allow disable an over-optimization in targeting (by TaranDahl)
- Extra threat (by TaranDahl)
- Technos with Walk locomotor spawn wake like ship (by TaranDahl)
- Updateable firing anim (by TaranDahl)
- Hotkey for deselect object from current selection (by FrozenFog)
- Additional customizations for
Splitsconcerning target selection (by Starkku) - Allow replacing vanilla repairing with togglable auto repairing (by TaranDahl)
- Use
OpenTopped.AllowFiringIfAttackedByLocomotorto control whether the passengers of a non-building transport unit can fire when the unit is being attacked by a weapon whose warhead hasIsLocomotor=true(by Noble_Fish) - Framework for dynamic sight (by TaranDahl)
- Customize
HarvesterLoadRate(by Noble_Fish) - Toggle to prevent
ShrapnelWeaponfrom targeting buildings multiple times (by Starkku) - Laser drawing Z-adjust customization (by Starkku)
- Customize
HarvesterDumpRate(by Noble_Fish) - Allow users to define the time interval of
DisplayIncome(by Noble_Fish) - Electric bolt Z-adjust (by Noble_Fish)
- Allow disabling the processing of the Z-depth of EBolt drawn by BuildingType being clamped to non-positive numbers (by Noble_Fish)
- Add the
Bolt.ZAdjustsetting item to the LaserTrailType withDrawType=ebolt(by Noble_Fish) - Allow Harvester counter to display only the total number or the number currently working (by Noble_Fish)
- Allow customizing guard mission retry delay for buildings with weapons (by Starkku)
- Allow
Temporalwarhead to apply ratio and bonus (by NetsuNegi) - Allow users to customize whether the movement state check depends on the destination for the
DiscardOn=movecondition of AE to support more usage scenarios (by Noble_Fish) - Restored the original Tiberian Sun behavior of playing the
[AudioVisual] -> DeploySound=sound effect when clicking the sidebar to executeDeploy(by Noble_Fish) - Allow
RemoveMindControlwarhead to muteMindClearedSound(by Noble_Fish) - Introduce weight selection rules for ExtraWarheads (by Noble_Fish)
- Building turret idle/firing/low power animations (by Starkku)
- Add action
512 Set Follower for Associated Unit...(by Noble_Fish) - Dynamic team delays (by Ollerus)
- Allow customizing whether animation uses theater / tile palette (by Starkku)
- Dehardcode of parasites unlimboing after killing naval targets (by Noble_Fish)
- Allow warhead to only affect invoker (by Noble_Fish)
- Allow customizing whether the creation of shrapnel weapon is controlled by the new target check on the warhead of the parent weapon (by Noble_Fish)
- Animation transparency customization settings (by Starkku)
- Customize
Tileddrawing interval and centering (by Noble_Fish) - Customize whether technos with
Locomotor=Flywobble (by Noble_Fish) - Customize the landing animation of technos that have
Locomotor=Fly(by Noble_Fish) - Allow infantry to perform type conversion when deploying and undeploying (by Noble_Fish)
- Add
ClampToScreentag forBannerType(defaults totrue) to control whether banner position is clamped to the visible area (by Chang_zhi) - Customizable Berzerk mission (by TaranDahl)
- Tank Bunker foundation and state update delay improvements (by Starkku)
- Custom cruise missiles (by Noble_Fish)
- Allow chat box in singleplayer (by TaranDahl)
- Recipient-specific message and EVA on superweapon activation (by Flactine)
- Add a toggle for disabling
SecondaryFire/SecondaryProneon water (by Noble_Fish) - Allow beacon placement hotkey in single player (by TaranDahl)
- Auto-remove earliest beacon (by TaranDahl)
- Customize the step limit of the credits indicator (by Noble_Fish)
- Disable the credits indicator smooth transition (by Noble_Fish)
- Add
selling,undeployingandharvestingconditions toDiscardOn(by Noble_Fish) - Additional reinforcement aircraft (airstrike, paradrop and spy plane) spawn customizations (by Starkku)
ZAdjustfor Projectiles (by Noble_Fish)- Adjust recruitable status on team member discharge (by TaranDahl)
- Customize whether or not passenger can fire out when the transport is moving (by Ollerus)
- RA1-Style Multi-Turret and Multi-Barrel (by TaranDahl & CrimRecya)
- Allow Laser drawing position update (by Noble_Fish)
- Customize the distance for
NoQueueUpToEntertransport units to board passengers (by Noble_Fish) - Reworked the extension system internals to form a class hierarchy mirroring the game's own, with centralized savegame serialization (by ZivDero)
- Customize the initial facing of buildings (by Noble_Fish)
- New exception handler with a crash dialog, crash report and minidumps (by ZivDero, ported from Vinifera)
- Common Controls v6 visual styles for the game process (by ZivDero)
- Global default value for
LeptonMindControlOffsetandMindControlRingOffset(by Noble_Fish) - Customize crash spin multiplier (by NetsuNegi)
- Add a defining for the auto death effect on whether it can trigger when in Limbo state (by Noble_Fish)
- Customize whether
Passengers.SyncOwner.RevertOnExittriggersAutoDeath.OnOwnerChange(by Noble_Fish) - Show game time (by Trsdy & Ollerus)
- Provided a toggle for whether the landing direction in default scenarios does not use the building direction but follows
[AudioVisual] -> PoseDir(by Noble_Fish) - Separate the definitions of default direction for aircraft production and landing in the field (by Noble_Fish)
- Change target Owner on warhead impact (by Fryone)
- New hotkey to select the units within the current screen that are captured by non-permanent mind-controller (by TaranDahl)
- Separately define the global default values of TerrainTypes'
IsPassableandCanBeBuiltOnbased onSpawnsTiberium(by Noble_Fish) - Customize reveal radius of
RevealToAll(by NetsuNegi) - Set sidebar tab by selecting factory (by Fryone)
- Customize whether aircraft is a cargo plane (by TaranDahl)
- Keep Syringe open until the game exits (by 11EJDE11, ported from Vinifera, original by ZivDero & secsome)
- Drop crates on death (by FS-21)
600Configure Drop Crate (by FS-21)DeployFiresupports buildings (By FlyStar)- Automatic conversion based on health (by obsidianus)
- Add
ammo,health,mission,landtypeandsequenceconditions toDiscardOn(by Noble_Fish) - Berzerk /
Psychedelicduration stacking customization (by Starkku) - Restored the ScriptType action#24
Play speechfrom Tiberian Sun (by FS-21) - SkipMapSelect Enhancement (by FlyStar)
- Allow the unit to stop immediately if the target enters the range during ApproachTarget (by TaranDahl)
- Allow the unit to keep pursuing the target during ApproachTarget (by TaranDahl)
- Customize whether warhead can prevent crew escape from techno (by NetsuNegi)
- Disable AlphaImage during Buildup (by Noble_Fish)
- Reload speed adjustment on promotion (by Nuke)
- Allowed customizing the default value of
[Warhead] -> PreventScattervia[CombatDamage] -> Warhead.PreventScatter(by Noble_Fish) - Allowed
(Pre)ProductionAnimanimations to usePowered&PoweredLight/Effect/Specialkeys (by Noble_Fish)
Vanilla fixes:
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
- 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) - 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 map file (by CrimRecya)
IsSimpleDeployerBalloonHover=trueunits withDeployToLand=falseare no longer forced to land when hovering (by Starkku)- If
DeployingAnimwithShadow=trueis played for unit currently in air its shadow will now be drawn on ground (by Starkku) DeployingAnimnow supports bothNormalized=trueandReverse=true(by Starkku)DeployingAnimusing unit drawer now also tint accordingly with the unit (by Starkku)- Jumpjets in air now can correctly spawn missiles (by TaranDahl)
- Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos (by CrimRecya)
- Fixed an issue that jumpjet infantry' shadow is always drawn even if they are cloaked (by TaranDahl)
- Fixed an issue that technos head to building's dock even they are not going to dock (by TaranDahl)
- Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk (by TaranDahl)
- Fixed an issue that infantry walking through a cell containing a tree would cause it to be impassable to other houses (by TaranDahl)
- Fixed the bug that techno unit will draw with ironcurtain and airstrike color and intensity who disguised as terrain or overlay (by NetsuNegi)
- Fixed an issue that the AI would enter a combat state when its building receiving damage from friendly units or damage not greater than 0 (by TaranDahl)
- Fixed an issue that the techno with weapon with
AA=yesandAG=nowould not auto targeting units that are falling, such as paratroopers (by TaranDahl) - Iron Curtain/Custom Tint Support for SHP Turreted Vehicles (by NetsuNegi & FlyStar)
- Reactivate unused trigger events 2, 53, and 54 (by FlyStar)
- Fixed the bug that vehicle fall on infantry will make all cell content has been removed (by NetsuNegi)
- Fixed buildings that have their owner changed during buildup skipping buildup and sometimes not correctly clearing the state (by Starkku)
- Fixed
MovementZone=Subteranneanharvesters being unable to find docks if in area enclosed by water, cliffs etc. (by Starkku) - Fixed an issue where some effects pointing to a unit were not properly cleared when the unit changed its owner (by TaranDahl)
- Allow Reveal Crate to take effect when picking up by another player controlled house in campaign (by Trsdy)
- Fixed an issue where the vanilla script ignores jumpjets (by TaranDahl)
- Fixed the issue where trigger events 2, 53 and 54 in persistent type triggers would be activated unconditionally after activation (by FlyStar)
- Fixed the bug that naval ship will sink even they destroyed in air (by NetsuNegi)
- Fixed MPDebug timer displaying when debug's visibility is off (by 11EJDE11)
- Fixed the issue that units will goto farest location if target is closer than
MinimumRange(by NetsuNegi) - Fixed a bug where units can be promoted when created via trigger actions even if they have
Trainable=false(by NetsuNegi) - Fixed the bug that ai will try to product aircraft even the airport has no free dock for it (by NetsuNegi)
- Fixed the issue where non-repairer units needed sensors to attack cloaked friendly units (by TaranDahl)
- Fixed an issue that rockets do not consider the destination altitude during climbing (by TaranDahl)
- Fixed the bug that if object has been removed from LogicClass in Update(), next object will be skip (by NetsuNegi)
- Increased cursor update frequency by setting interval to 1ms instead of 16ms (by Fridge)
- Fixed an issue that the AI would set anger towards friendly houses, causing it to act stupidly (by TaranDahl)
- Fixed an issue that the AI would look for the first house in the array as an enemy instead of the nearest one when there were no enemies (by TaranDahl)
- Fixed the issue that weapon selection don't check if secondary's warhead has
IsLocomotor=yes(by NetsuNegi) - Fixed the issue that warhead with
IsLocomotor=yescan be used to vehicles who is in tank bunker (by NetsuNegi) - Fixed an issue where miners affected by
Passengers/DeployFirewere unable to unload minerals (by FlyStar) - Fixed an issue where mining vehicles could not move after leaving a tank bunker (by FlyStar)
- Fixed the bug where selected technos would lose their selection if their regular mind control was replaced with permanent mind control or with the control from the Psychic Dominator superweapon (by NetsuNegi)
- Fixed an issue that retaliation will make the unit keep switching among multiple targets with the same amount of threat (by TaranDahl)
- Fixed the bug that cause technos teleport to cell 0,0 by ChronoSphere superweapon (by NetsuNegi)
- Fixed the bug that techno in attack move will move to target if it cannot attack it (by NetsuNegi)
- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4 (by FlyStar)
- Buildings with
NeedsEngineer=trueare now considered to have threat value of 0 under ownership ofMultiplayPassive=truehouses regardless of theirThreatPosedvalue (by Starkku) - Fixed the issue where the AI's regular targeting would also target garrisonable buildings (by TaranDahl)
- Fixed the issue that the move mission of the jumpjet does not end correctly (by TaranDahl)
- AI team garrison scripts now re-evaluate destination immediately instead of trying to garrison ungarrisonable building before changing target (by Starkku)
- Fixed the bug that
DeploysIntoandUndeploysIntowill make damaged techno lose 1 health (by CrimRecya) - Fixed the issue that the Jumpjet must end its movement before starting the next mission (by TaranDahl)
- Fixed an issue where parachute units would die upon landing if bridges were destroyed during their descent (by FlyStar)
- Voxel drawing code now skips sections that are invisible (have all zeros in the transform matrix main diagonal, meaning that the scale is 0% on all axes), thus increasing drawing performance for some voxels (by Kerbiter & ZivDero)
- Fixed the bug that unit will play crashing voice & sound when dropped by warhead with
IsLocomotor=yes(by NetsuNegi) - Fixed the bug that if paradropping technos with
Crashable=yeshas been destroyed in air, they will falling down on ground but not dead (by NetsuNegi) - Fixed the bug where paradropped infantry with
NotHuman=yeswill ignoreCrashable=noand crash on ground when killed in air (by NetsuNegi) - Fixed an issue where a unit might cause the target to fall from above its own head when using a locomotor warhead with
Locomotor=Jumpjetto pull a target withBalloonHover=yes(by NetsuNegi) - Fixed the EIP#007120F7 caused when the
Strengthvalue is lower thanRepairStep(by NetsuNegi) - Fixed the bug where non-Teleporter miners would not return to work after minerals are depleted and then regenerated (by TaranDahl)
- Fixed units with Fly, Jumpjet or Rocket locomotors destroyed while crashing off-map never being fully cleaned up, permanently blocking production slots and counting towards unit limits (by RAZER)
- Miners back to work when ore regenerated (by TaranDahl)
- Fixed the incorrect mission switching in infantry EnterIdleMode (by TaranDahl)
- Fixed BalloonHover incorrectly considering ground factors when pathfinding (by TaranDahl)
- Fixed the issue where the sidebar would not refresh when an unit dies in limbo (by TaranDahl)
- Enabled playing ingame movie in non-campaign modes (i.e. trigger action
100 Play Sidebar Movie...and117 Play Sidebar Movie and pause...) (by TaranDahl) ElectricAssaultweapons can now auto acquire allies' overpowerable defenses (by Ollerus)- Fixed the issue that the time for units in the area guard mission to reacquire targets after eliminating the target is significantly longer than that in other missions (by TaranDahl)
- Purely visual animations and particles excluded from sync checks (by Starkku)
- Fixed AI team recruitment inconsistency causing underfilled teams (by handama)
- Fixed the issue where tint color RGB mode conversion was incorrect (by Shatyuka)
- Fixed the bug that low-air taking off / landing objects will receive twice damage (by NetsuNegi)
- Fixed voxel projectile and animation lighting issues (by TaranDahl)
- Fixed the bug that techno will get stuck if change owner in tunnel (by NetsuNegi)
- Fixed incorrect shadow rendering positions for non-Aircraft units with
Locomotor=Fly, and for Aircraft units being dragged by warheads withIsLocomotor=yes(by NetsuNegi) - Fixed the issue that spawnee or slave would execute some player commands (by TaranDahl)
- Fixed the bug that technos do not reset their link with the linked building when deactivated (by NetsuNegi)
- Fixed an issue where
OmniFirewas ineffective on buildings withTurret=yes(by FlyStar) - Fixed an issue where setting a production building as
Primarycould cause it to enter an unload state (by FlyStar) - Fixed the issue of significant lagging caused by frequent lighting updates due to the accumulation of a large amount of radsite in a short time (by NetsuNegi)
Phobos fixes:
- Fixed the bug that
AllowAirstrike=nocannot completely prevent air strikes from being launched against it (by NetsuNegi) - Fixed an issue that
FireAnglewas not taken into account when drawing barrel inTurretShadow(by CrimRecya) - Fixed a bug that sometimes caused weapon/warhead detonations from features such as
ExtraWarheads, animation damage orCrit.Warheadto unintentionally move from its intended position (by Starkku) - Fixed an issue that units'
LaserTrailswill always lags behind by one frame (by CrimRecya) - Fixed customized
WarpAwayanim's wrong definition (by Ollerus) - Fixed parsing of
DropPodTrailerfrom INI (by Starkku) - Fixed issue with
ReturnWeaponnot always firing off correctly (by CrimRecya) - Fixed animation damage logic applying invoker/owner inconsistently between weapon & warhead (by Ollerus & Starkku)
- Fixed an edge-case issue with Phobos' selection handling code crashing with Veinholes (by Starkku)
- Fixed
AmbientDamage.Warheadnot working for waves (by Starkku) - Fixed
SkirmishUnlimitedColorsnot being checked if Phobos runs without Ares active (by Starkku) - Fixed number of
*.ApplyFirepowerMultoptions (f.ex anim damage, crit) ignoring veterancy firepower modifier (by Starkku) - Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range (by TaranDahl)
- Fixed an issue that jumpjet infantry stop incorrectly when assigned a target out of range (by TaranDahl)
- Fixed an issue where the 77 trigger event in Ares was not functioning properly (by NetsuNegi)
- Fixed an interaction error between the engineer and the Ares rubble (by FlyStar)
- Fixed the projection location of selectbox when over elevated bridge (by NetsuNegi)
- Fixed an issue where the game would only use
Weapon1andWeapon2for auto-targeting even whenMultiWeapon=yeswas set (by FlyStar) - Fixed a game load crash caused by
MultiWeapon.IsSecondary=-1or non-projectile weapons (by FlyStar) - Fixed an issue that caused Ares's
Battery.KeepOnlinecannot keep defense buildings works fine (by NetsuNegi) - Map Event 601 should return true only when exists in the map like other similar map events (by FS-21)
- Fixed OverlayType
ZAdjustas well as some shield & AttachEffect variables not being correctly saved & loaded (by Ollerus) - LimboDelivery buildings cannot be selected (by FlyStar)
- Fixed the positive value of
Revealon warhead (by NetsuNegi) - Fixed
Adjacent.Disallowednot blocking placement if other eligible buildings were in range (by Starkku) - Fixed the issue where
AIChronoSphereSWandAIChronoWarpSWdid not function correctly with AI scripts 56 and 57 (by FlyStar) - Fixed an issue where parasites that have infected infantry do not provide a refund when the infected infantry enters a Grinding building (by NetsuNegi)
- Fixed the issue that
PassengerDeletiondont consider passenger's passenger, parasite and hijacker (by NetsuNegi) - Fixed an issue where hover vehicles could not be destroyed after malfunctioning on water surfaces (by FlyStar)
- Fixed combat light ignoring / behaving differently from vanilla game regarding detail level and framerate checks (by Starkku)
- Fixed the bug where the
.SubjectToGroundof the Trajectory type did not consider bridges (by Noble_Fish) - AttachEffect
DisableWeapons=truenow makesGattling=yesrate tick down and stops the sounds from playing (by Starkku) - Fixed cells with
CanBeBuiltOn=trueTerrainTypes on them not being considered valid build locations by AI (by Starkku) - Fixed a bug where stationary vehicles would also block movement caused by external factors (by Noble_Fish)
- Fixed
src/Interop/Version.cppnot being compiled into the project (by Chang_zhi) - Fixed the issue that
NoQueueUpToEnterwill clear passenger's planning tokens when entered transport (by NetsuNegi) - Fixed the bug where incorrect calculation of
[AudioVisual] -> PoseDircaused the landing direction of aircraft to behave incorrectly under vanilla configuration (by Noble_Fish) - Fixed the bug where landing direction cannot be correctly converted when set to a value exceeding 256 (by Noble_Fish)
- Fixed a bug with some keys relating to
InterceptorandPassengerDeletionnot having correct default values (by Starkku)
Fixes / interactions with other extensions:
- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi)
- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by
FireAngle(by TaranDahl) - Fixed the issue where Ares'
Flash.Durationcannot override the weapon's repair flash effect (by Sovietianqi, based on knowledge of Noble_Fish) - Fixed the bug that building with
CloningFacility=trueandWeaponsFactory=truemay cloning multiple vehicles and then they get stuck (by NetsuNegi) - Customize Ares's radar jam logic (by NetsuNegi)
- Fixed a bug introduced by Ares where building types that have
UndeploysIntocannot displayAltCameoorAltCameoPCXeven when you infiltrate enemy buildings withFactory=UnitType(by NetsuNegi) - Fixed the issue that technos cannot spawn survivors due to non-probabilistic reasons when the tech type was destroyed (by NetsuNegi)
- Fixed the bug that vehicle survivor can spawn on wrong position when transport has been destroyed (by NetsuNegi)
- Fixed the bug that building with
Explodes=yesuse Ares's rubble logic will cause it's owner cannot defeat normally (by NetsuNegi) - Modified the ares hook that stopped OpenTopped transports from firing if cloaked (by RAZER & Morton)
- Fixed an Ares bug that led to erroneous interactions where the parasite would frequently reset to the victim's position under specific circumstances and that was highly prone to crashes (by NetsuNegi)
- Fixed the initial direction of building placed by Ares's UnitDelivery superweapon (by NetsuNegi)
- Customize whether transport can kept or kill passengers when driver has been killed (by NetsuNegi)
- Fixed a bug where passengers created by the InitialPayload logic or TeamType with
Full=truewould fail to fire when the transport unit withOpenTopped=yesmoved to an area that the passengers'MovementZonecannot move into (by NetsuNegi) - Fixed a bug where game will crash after loading if a techno with
AlphaImageconverts to a type without it, or an anim withAlphaImagechanges to a type without it throughNext(by NetsuNegi & FlyStar) - Fixed the issue that
BombSightnot being updated correctly in techno conversion (by TaranDahl) EVA.Tagalready supports being set for specific countries, andEVAIndexis no longer reset after load game (by FlyStar)DisableWeapons.Durationnow makesGattling=yesrate tick down and stops the sounds from playing, no longer interferes with target acquisition and works together with Phobos'OpenTopped.CheckTransportDisableWeapons(by Starkku)- Allowed
AuxBuildingand Ares'SW.Aux/NegBuildingsto count building upgrades (by Ollerus & NetsuNegi) - Aux technos and TechLevel requirement of superweapon (by NetsuNegi & Ollerus)
- Export interface for external call (by TaranDahl)
- Allowed
MindControl.Permanentwarhead to muteMindClearedSound(by NetsuNegi & Noble_Fish) - Export interface for accessing scenario local/global variables (by Chang_zhi)
- Allowed infantry to use
Convert.Deploywithout requiringIsSimpleDeployer=true(by Noble_Fish) - Added the scenario where
Missile.Raisecan be applied by custom missiles (by Noble_Fish) - Fixed a bug where passengers created by the InitialPayload logic or TeamType with
Full=truewould fail to execute the auto death logic (by Noble_Fish) - Fixed the issue of Ares' EMP not suspending the production of AI factories (by CrimRecya)
- Removed the restriction that prohibits InfantryTypes from using the InitialPayload logic (by Noble_Fish)
ProjectileRangenow has weapon range modifiers applied to it if greater than 0 and unlessProjectileRange.ApplyModifiersis set to false on the WeaponType (by Starkku)
