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v0.5-alpha1

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@Metadorius Metadorius released this 15 Aug 19:01
· 14 commits to release/v0.5 since this release
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This is the first build on the new versioning scheme.

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 Hunt mission instead of Guard, matching what infantry do. This can be customized by setting AIParadropMission on the VehicleType, defaults to [General] -> AIParadropMission.
  • IsSimpleDeployer units now obey deploying facing constraint even without deploying animation if DeployDir is explicitly set on the unit.
  • Vertical=true projectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image has Voxel=true or not. This behavior can be reverted by setting VerticalInitialFacing=false on projectile in rulesmd.ini.
  • Vertical=true projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set Vertical.AircraftFix=false on the projectile.
  • Weapons with Airstrike=true on Warhead will now check target eligibility for airstrikes regardless of weapon slot. Use AirstrikeTargets=all on Primary airstrike 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 setting AircraftDockingDir.DefaultToPoseDir=false.

Changes to Phobos behavior

  • ProjectileRange (Ares feature) now has weapon range modifiers applied to it if greater than 0 and unless ProjectileRange.ApplyModifiers is 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 match Cluster count 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.CheckColored on 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=.
  • UseCenterCoordsIfAttached has been replaced by enumeration key AttachedAnimPosition. Set AttachedAnimPosition=center to replicate effects of UseCenterCoordsIfAttached=true.
  • Units' LaserTrails will no longer lag behind by one frame, so it needs to be repositioned if the position was corrected to account for the bug.
  • DeployingAnim.AllowAnyDirection has been superceded by DeployDir. 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.Field and 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 original PoseDir. 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.exe in your game folder with the one bundled with the Phobos package (also available separately on the SyringeEx releases page).
  • Some keys relating to Interceptor and PassengerDeletion did not have correctly set default values. The ones where fixing this issue changes behaviour are (old wrong default -> new fixed default):
    • Interceptor.CanTargetHouses: none -> enemies
    • PassengerDeletion.Rate.SizeMultiply: false -> true
    • PassengerDeletion.CostMultiplier: 0.0 -> 1.0
    • PassengerDeletion.AllowedHouses: none -> all
    • PassengerDeletion.SoylentMultiplier: 0.0 -> 1.0
    • PassengerDeletion.SoylentAllowedHouses: none -> enemies
    • PassengerDeletion.DisplaySoylentOffset: none -> all

Changes compared to inter-version builds / pre-releases

  • Due to the format issue with select.shp in vanilla Yuri's Revenge that prevents the Select box logic from rendering correctly, select.shp no 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.StopWhenTargetAcquired and AttackMove.PursuitTarget have been replaced by new designs; please use ApproachTarget.StopWhenInRange and ApproachTarget.PursuitTarget instead. The old key is still read as a compatibility alias.

Changelog

New:

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=AmphibiousDestroyer and MovementZone=AmphibiousCrusher technos being unable to enter on water structures (by CrimRecya)
  • Fixed an issue that laser, electric bolt and rad beam not support Inviso=true projectiles with FlakScatter=true to 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=true now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)
  • When Speed=0 or the TechnoTypes cell cannot move due to MovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range. Area Guard and Hunt missions 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)
  • IsSimpleDeployer BalloonHover=true units with DeployToLand=false are no longer forced to land when hovering (by Starkku)
  • If DeployingAnim with Shadow=true is played for unit currently in air its shadow will now be drawn on ground (by Starkku)
  • DeployingAnim now supports both Normalized=true and Reverse=true (by Starkku)
  • DeployingAnim using 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=yes and AG=no would 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=Subterannean harvesters 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=yes can be used to vehicles who is in tank bunker (by NetsuNegi)
  • Fixed an issue where miners affected by Passengers/DeployFire were 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=true are now considered to have threat value of 0 under ownership of MultiplayPassive=true houses regardless of their ThreatPosed value (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 DeploysInto and UndeploysInto will 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=yes has been destroyed in air, they will falling down on ground but not dead (by NetsuNegi)
  • Fixed the bug where paradropped infantry with NotHuman=yes will ignore Crashable=no and 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=Jumpjet to pull a target with BalloonHover=yes (by NetsuNegi)
  • Fixed the EIP#007120F7 caused when the Strength value is lower than RepairStep (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... and 117 Play Sidebar Movie and pause...) (by TaranDahl)
  • ElectricAssault weapons 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 with IsLocomotor=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 OmniFire was ineffective on buildings with Turret=yes (by FlyStar)
  • Fixed an issue where setting a production building as Primary could 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=no cannot completely prevent air strikes from being launched against it (by NetsuNegi)
  • Fixed an issue that FireAngle was not taken into account when drawing barrel in TurretShadow (by CrimRecya)
  • Fixed a bug that sometimes caused weapon/warhead detonations from features such as ExtraWarheads, animation damage or Crit.Warhead to unintentionally move from its intended position (by Starkku)
  • Fixed an issue that units' LaserTrails will always lags behind by one frame (by CrimRecya)
  • Fixed customized WarpAway anim's wrong definition (by Ollerus)
  • Fixed parsing of DropPodTrailer from INI (by Starkku)
  • Fixed issue with ReturnWeapon not 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.Warhead not working for waves (by Starkku)
  • Fixed SkirmishUnlimitedColors not being checked if Phobos runs without Ares active (by Starkku)
  • Fixed number of *.ApplyFirepowerMult options (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 Weapon1 and Weapon2 for auto-targeting even when MultiWeapon=yes was set (by FlyStar)
  • Fixed a game load crash caused by MultiWeapon.IsSecondary=-1 or non-projectile weapons (by FlyStar)
  • Fixed an issue that caused Ares's Battery.KeepOnline cannot 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 ZAdjust as 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 Reveal on warhead (by NetsuNegi)
  • Fixed Adjacent.Disallowed not blocking placement if other eligible buildings were in range (by Starkku)
  • Fixed the issue where AIChronoSphereSW and AIChronoWarpSW did 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 PassengerDeletion dont 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 .SubjectToGround of the Trajectory type did not consider bridges (by Noble_Fish)
  • AttachEffect DisableWeapons=true now makes Gattling=yes rate tick down and stops the sounds from playing (by Starkku)
  • Fixed cells with CanBeBuiltOn=true TerrainTypes 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.cpp not being compiled into the project (by Chang_zhi)
  • Fixed the issue that NoQueueUpToEnter will clear passenger's planning tokens when entered transport (by NetsuNegi)
  • Fixed the bug where incorrect calculation of [AudioVisual] -> PoseDir caused 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 Interceptor and PassengerDeletion not 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.Duration cannot override the weapon's repair flash effect (by Sovietianqi, based on knowledge of Noble_Fish)
  • Fixed the bug that building with CloningFacility=true and WeaponsFactory=true may 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 UndeploysInto cannot display AltCameo or AltCameoPCX even when you infiltrate enemy buildings with Factory=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=yes use 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=true would fail to fire when the transport unit with OpenTopped=yes moved to an area that the passengers' MovementZone cannot move into (by NetsuNegi)
  • Fixed a bug where game will crash after loading if a techno with AlphaImage converts to a type without it, or an anim with AlphaImage changes to a type without it through Next (by NetsuNegi & FlyStar)
  • Fixed the issue that BombSight not being updated correctly in techno conversion (by TaranDahl)
  • EVA.Tag already supports being set for specific countries, and EVAIndex is no longer reset after load game (by FlyStar)
  • DisableWeapons.Duration now makes Gattling=yes rate tick down and stops the sounds from playing, no longer interferes with target acquisition and works together with Phobos' OpenTopped.CheckTransportDisableWeapons (by Starkku)
  • Allowed AuxBuilding and Ares' SW.Aux/NegBuildings to 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.Permanent warhead to mute MindClearedSound (by NetsuNegi & Noble_Fish)
  • Export interface for accessing scenario local/global variables (by Chang_zhi)
  • Allowed infantry to use Convert.Deploy without requiring IsSimpleDeployer=true (by Noble_Fish)
  • Added the scenario where Missile.Raise can be applied by custom missiles (by Noble_Fish)
  • Fixed a bug where passengers created by the InitialPayload logic or TeamType with Full=true would 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)
  • ProjectileRange now has weapon range modifiers applied to it if greater than 0 and unless ProjectileRange.ApplyModifiers is set to false on the WeaponType (by Starkku)