This page lists the history of changes across stable Phobos releases and also all the stuff that requires modders to change something in their mods to accommodate.
You can use the migration utility (can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries)) to apply most of the changes automatically using a corresponding sed script file.
PowersUpNAnim
is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require settingPowerUp1DamagedAnim
explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.[CrateRules] -> FreeMCV
now controls whether or not player is forced to receive unit from[General] -> BaseUnit
from goodie crate if they own no buildings or any existingBaseUnit
vehicles and own more than[CrateRules] -> FreeMCV.CreditsThreshold
(defaults to 1500) credits.- Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with
rulesmd.ini -> [General] -> FixTransparencyBlitters=no
. - Iron Curtain status is now preserved by default when converting between TechnoTypes via
DeploysInto
/UndeploysInto
. This behavior can be turned off per-TechnoType and global basis using[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no
. - 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 asWarpOut
. - Vehicles with
Crusher=true
+OmniCrusher=true
/MovementZone=CrusherAll
were hardcoded to tilt when crushing vehicles / walls respectively. This now obeysTiltsWhenCrushes
but can be customized individually for these two scenarios usingTiltsWhenCrusher.Vehicles
andTiltsWhenCrusher.Overlays
, which both default toTiltsWhenCrushes
.
- Selecting weapons other than primary against walls based on
Wall=true
on Warhead etc. now requires[CombatDamage] -> AllowWeaponSelectAgainstWalls
to be set to true first. - Lunar theater tileset parsing unhardcoding is now only applied if
lunarmd.ini
has[General] -> ApplyLunarFixes
set to true. Units.DisableRepairCost
was changed toUnits.UseRepairCost
(note inverted expected value) as it no longer has discrete default value and affectsHospital=true
buildings, infantry do not have repair cost by default.- Critical hit animations created by
Crit.AnimOnAffectedTargets=true
Warheads no longer default toAnimList.PickRandom
ifCrit.AnimList.PickRandom
is not set. SelfHealGainType
valuenone
has been changed tonoheal
due tonone
being treated as a blank string and not parsed by the game.- Affected target enum (
CanTarget
,Crit.Affects
et al) now considers buildings considered vehicles (ConsideredVehicle=true
or not set in conjunction withUndeploysInto
& 1x1 foundation) as units instead of buildings. - If
CreateUnit.AlwaysSpawnOnGround
is set to false, jumpjet vehicles created will now automatically take off instead of staying on ground. Set to true to force spawn on ground. - Digital display
Offset
andOffset.ShieldDelta
Y-axis coordinates now work in inverted fashion (negative goes up, positive goes down) to be consistent with how pixel offsets work elsewhere in the game. - Phobos Warhead effects combined with
CellSpread
now correctly apply to buildings if any of the foundation cells are hit instead of only the top-left most cell (cell #0). ExtraWarheads.DamageOverrides
now falls back to last listed value if list is shorter thanExtraWarheads
for all Warhead detonations exceeding the length.- 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. AnimList.ShowOnZeroDamage
has been renamed toCreateAnimsOnZeroDamage
to make it more clear it applies to bothAnimList
and splash animations.- INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags
-Include
and-Inheritance
. Level=true
projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. UseSubjectToLand=true
to re-enable this behaviour.
- Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead
Verses
to affect target to apply unlessEffectsRequireVerses
is set to false. Shield armor type is used if target has an active shield that cannot be penetrated by the Warhead. Trajectory=Straight
projectiles can now snap on targets within 0.5 cells from their detonation point, this distance can be customized viaTrajectory.Straight.TargetSnapDistance
.LaunchSW.RealLaunch=false
now checks if firing house has enough credits to satisfy SW'sMoney.Amount
in order to be fired.CreateUnit
now creates the units by default at animation's height (even ifCreateUnit.ConsiderPathfinding
is enabled) instead of always at ground level. This behaviour can be restored by settingCreateUnit.AlwaysSpawnOnGround
to true.- Phobos-introduced attack scripts now consider potential target's current map zone when evaluating targets. TargetZoneScanType can be used to customize this behaviour.
Artillary
,ICBMLauncher
,TickTank
orSensorArray
no longer affect whether or not building is considered as vehicle for AI attack scripts. Use ConsideredVehicle instead on buildings that do not have bothUndeploysInto
set andFoundation=1x1
.PassengerDeletion.SoylentFriendlies
has been replaced byPassengerDeletion.SoylentAllowedHouses
. Current default value ofPassengerDeletion.SoylentAllowedHouses=enemies
matches the previous default behaviour withPassengerDeletion.SoylentFriendlies=false
.Grinding.DisplayRefund
is changed toDisplayIncome
,Grinding.DisplayRefund.Houses
is changed toDisplayIncome.Houses
,Grinding.DisplayRefund.Offset
is changed toDisplayIncome.Offset
[JumpjetControls] -> AllowLayerDeviation
andJumpjetAllowLayerDeviation
have been deprecated as the animation layering issues have been properly fixed by default now.[JumpjetControls] -> TurnToTarget
andJumpjetTurnToTarget
are obsolete. Jumpjet units who fireOmniFire=no
weapons always turn to targets as other units do.- Buildings delivered by trigger action 125 will now always play buildup anim as long as it exists.
[ParamTypes] -> 53
is deprecated. Shadow
for debris & meteor animations is changed toExtraShadow
.
Trajectory.Speed
is now defined on projectile instead of weapon.Gravity=0
is not supported anymore as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. UseStraight
Trajectory instead. See here.- Automatic self-destruction logic logic has been reimplemented,
Death.NoAmmo
,Death.Countdown
andDeath.Peaceful
tags have been remade/renamed and require adjustments to function. DetachedFromOwner
on weapons is deprecated. This has been replaced byAllowDamageOnSelf
on warheads.- Timed jump script actions now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accommodate to this change.
- Placement Preview logic has been adjusted,
BuildingPlacementPreview.DefaultTranslucentLevel
,BuildingPlacementGrid.TranslucentLevel
,PlacementPreview.Show
,PlacementPreview.TranslucentLevel
andShowBuildingPlacementPreview
tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying[AudioVisual] -> PlacementPreview=yes
. - Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
DiskLaser.Radius
values were misinterpreted by a factor of 1/2π. The default radius is now 240, please multiply your customized radii by 2π.
- Keys
rulesmd.ini -> [WarheadType] -> PenetratesShield
andrulesmd.ini -> [WarheadType] -> BreaksShield
have been changed toShield.Penetrate
andShield.Break
, respectively. Rad.NoOwner
on weapons is deprecated. This has been replaced byRadHasOwner
key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.RadApplicationDelay
andRadApplicationDelay.Building
on custom radiation types are now only used if[Radiation] -> UseGlobalRadApplicationDelay
is explicitly set to false, otherwise values from[Radiation]
are used.- Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
- Key
rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget
is deprecated and can be removed now, the bugfix forDeployToFire
deployers is now always on.
- These are new user setting keys added by various features in Phobos. Most of them can be found in either in user inteface or miscellaneous sections. Search functionality can be used to find them quickly if needed.
[Phobos]
CampaignDefaultGameSpeed=4 ; integer
ShowBriefing=true ; boolean
DigitalDisplay.Enable=false ; boolean
ShowDesignatorRange=false ; boolean
PrioritySelectionFiltering=true ; boolean
ShowPlacementPreview=yes ; boolean
RealTimeTimers=false ; boolean
RealTimeTimers.Adaptive=false ; boolean
ShowHarvesterCounter=true ; boolean
ShowPowerDelta=true ; boolean
ShowWeedsCounter=true ; boolean
ToolTipDescriptions=true ; boolean
ToolTipBlur=false ; boolean
SaveGameOnScenarioStart=true ; boolean
HideLightFlashEffects=false ; boolean
Click to show
In FAData.ini
:
[ParamTypes]
47=Structures,28
54=Use GlobalVar,10
55=Operation,0
56=Variable index,0
57=Lower bound,0
58=Upper bound,0
59=Operate var is global,10
60=Operate var index,0
65=Campaign AI Repairable,0
68=House,1,2
69=Non-inert,10
70=AITargetTypes index,0
[EventsRA2]
500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1
501=Local variable is less than,48,6,0,0,[LONG DESC],0,1,501,1
502=Local variable equals to,48,6,0,0,[LONG DESC],0,1,502,1
503=Local variable is greater than or equals to,48,6,0,0,[LONG DESC],0,1,503,1
504=Local variable is less than or equals,48,6,0,0,[LONG DESC],0,1,504,1
505=Local variable and X is true,48,6,0,0,[LONG DESC],0,1,505,1
506=Global variable is greater than,48,6,0,0,[LONG DESC],0,1,506,1
507=Global variable is less than,48,6,0,0,[LONG DESC],0,1,507,1
508=Global variable equals to,48,6,0,0,[LONG DESC],0,1,508,1
509=Global variable is greater than or queals to,48,6,0,0,[LONG DESC],0,1,509,1
510=Global variable is less than or equals to,48,6,0,0,[LONG DESC],0,1,510,1
511=Global variable and X is true,48,6,0,0,[LONG DESC],0,1,511,1
512=Local variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,500,1
513=Local variable is less than local variable,48,3,0,0,[LONG DESC],0,1,501,1
514=Local variable equals to local variable,48,3,0,0,[LONG DESC],0,1,502,1
515=Local variable is greater than or equals to local variable,48,3,0,0,[LONG DESC],0,1,503,1
516=Local variable is less than or equals local variable,48,3,0,0,[LONG DESC],0,1,504,1
517=Local variable and local variable is true,48,3,0,0,[LONG DESC],0,1,505,1
518=Global variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,506,1
519=Global variable is less than local variable,48,3,0,0,[LONG DESC],0,1,507,1
520=Global variable equals to local variable,48,3,0,0,[LONG DESC],0,1,508,1
521=Global variable is greater than or queals to local variable,48,3,0,0,[LONG DESC],0,1,509,1
522=Global variable is less than or equals to local variable,48,3,0,0,[LONG DESC],0,1,510,1
523=Global variable and local variable is true,48,3,0,0,[LONG DESC],0,1,511,1
524=Local variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,500,1
525=Local variable is less than global variable,48,35,0,0,[LONG DESC],0,1,501,1
526=Local variable equals to global variable,48,35,0,0,[LONG DESC],0,1,502,1
527=Local variable is greater than or equals to global variable,48,35,0,0,[LONG DESC],0,1,503,1
528=Local variable is less than or equals global variable,48,35,0,0,[LONG DESC],0,1,504,1
529=Local variable and global variable is true,48,35,0,0,[LONG DESC],0,1,505,1
530=Global variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,506,1
531=Global variable is less than global variable,48,35,0,0,[LONG DESC],0,1,507,1
532=Global variable equals to global variable,48,35,0,0,[LONG DESC],0,1,508,1
533=Global variable is greater than or queals to global variable,48,35,0,0,[LONG DESC],0,1,509,1
534=Global variable is less than or equals to global variable,48,35,0,0,[LONG DESC],0,1,510,1
535=Global variable and global variable is true,48,35,0,0,[LONG DESC],0,1,511,1
600=Shield of the attached object is broken,0,0,0,0,[LONG DESC],0,1,600,1
601=House owns Techno Type,68,46,0,0,[LONG DESC],0,1,601,1
602=House doesn't own Techno Type,68,46,0,0,[LONG DESC],0,1,602,1
604=Techno Type Entered Cell,68,46,0,0,[LONG DESC],0,1,604,1
605=AI Target Type Entered Cell,68,70,0,0,[LONG DESC],0,1,605,1
[ActionsRA2]
41=Play animation at a waypoint...,0,25,69,0,0,0,1,0,0,[LONG DESC].,0,1,41
125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125
500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1
501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1
502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1
503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0
504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1
505=Fire Super Weapon at specified location (Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified location. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,505
506=Fire Super Weapon at specified waypoint (Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,506
510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set MCVRedeploys to the given value,0,1,510
; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)
[ScriptTypeLists]
1=ScriptLocalVariable
2=ScriptGlobalVariable
3=ScriptLocalVariable_Local
4=ScriptLocalVariable_Global
5=ScriptGlobalVariable_Local
6=ScriptGlobalVariable_Global
[ScriptLocalVariable]
HasExtraParam=Yes
BuiltInType=14
[ScriptGlobalVariable]
HasExtraParam=Yes
BuiltInType=5
[ScriptLocalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=14
[ScriptLocalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=14
[ScriptGlobalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=5
[ScriptGlobalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=5
[ScriptExtType_LocalVariables]
BuiltInType=14
[ScriptExtType_GlobalVariables]
BuiltInType=5
[ScriptsRA2]
10100=Timed Area Guard,20,0,1,[LONG DESC]
10101=Wait until ammo is full,0,0,1,[LONG DESC]
10102=Regroup Temporarily Around the Team Leader,20,0,1,[LONG DESC]
10103=Load Onto Transports,0,0,1,[LONG DESC]
10104=Chronoshift to Enemy Base,20,0,1,[LONG DESC]
18000=Local variable set,22,0,1,[LONG DESC]
18001=Local variable add,22,0,1,[LONG DESC]
18002=Local variable minus,22,0,1,[LONG DESC]
18003=Local variable multiply,22,0,1,[LONG DESC]
18004=Local variable divide,22,0,1,[LONG DESC]
18005=Local variable mod,22,0,1,[LONG DESC]
18006=Local variable leftshift,22,0,1,[LONG DESC]
18007=Local variable rightshift,22,0,1,[LONG DESC]
18008=Local variable reverse,22,0,1,[LONG DESC]
18009=Local variable xor,22,0,1,[LONG DESC]
18010=Local variable or,22,0,1,[LONG DESC]
18011=Local variable and,22,0,1,[LONG DESC]
18012=Global variable set,23,0,1,[LONG DESC]
18013=Global variable add,23,0,1,[LONG DESC]
18014=Global variable minus,23,0,1,[LONG DESC]
18015=Global variable multiply,23,0,1,[LONG DESC]
18016=Global variable divide,23,0,1,[LONG DESC]
18017=Global variable mod,23,0,1,[LONG DESC]
18018=Global variable leftshift,23,0,1,[LONG DESC]
18019=Global variable rightshift,23,0,1,[LONG DESC]
18020=Global variable reverse,23,0,1,[LONG DESC]
18021=Global variable xor,23,0,1,[LONG DESC]
18022=Global variable or,23,0,1,[LONG DESC]
18023=Global variable and,23,0,1,[LONG DESC]
18024=Local variable set by local variable,24,0,1,[LONG DESC]
18025=Local variable add by local variable,24,0,1,[LONG DESC]
18026=Local variable minus by local variable,24,0,1,[LONG DESC]
18027=Local variable multiply by local variable,24,0,1,[LONG DESC]
18028=Local variable divide by local variable,24,0,1,[LONG DESC]
18029=Local variable mod by local variable,24,0,1,[LONG DESC]
18030=Local variable leftshift by local variable,24,0,1,[LONG DESC]
18031=Local variable rightshift by local variable,24,0,1,[LONG DESC]
18032=Local variable reverse by local variable,24,0,1,[LONG DESC]
18033=Local variable xor by local variable,24,0,1,[LONG DESC]
18034=Local variable or by local variable,24,0,1,[LONG DESC]
18035=Local variable and by local variable,24,0,1,[LONG DESC]
18036=Global variable set by local variable,25,0,1,[LONG DESC]
18037=Global variable add by local variable,25,0,1,[LONG DESC]
18038=Global variable minus by local variable,25,0,1,[LONG DESC]
18039=Global variable multiply by local variable,25,0,1,[LONG DESC]
18040=Global variable divide by local variable,25,0,1,[LONG DESC]
18041=Global variable mod by local variable,25,0,1,[LONG DESC]
18042=Global variable leftshift by local variable,25,0,1,[LONG DESC]
18043=Global variable rightshift by local variable,25,0,1,[LONG DESC]
18044=Global variable reverse by local variable,25,0,1,[LONG DESC]
18045=Global variable xor by local variable,25,0,1,[LONG DESC]
18046=Global variable or by local variable,25,0,1,[LONG DESC]
18047=Global variable and by local variable,25,0,1,[LONG DESC]
18048=Local variable set by global variable,26,0,1,[LONG DESC]
18049=Local variable add by global variable,26,0,1,[LONG DESC]
18050=Local variable minus by global variable,26,0,1,[LONG DESC]
18051=Local variable multiply by global variable,26,0,1,[LONG DESC]
18052=Local variable divide by global variable,26,0,1,[LONG DESC]
18053=Local variable mod by global variable,26,0,1,[LONG DESC]
18054=Local variable leftshift by global variable,26,0,1,[LONG DESC]
18055=Local variable rightshift by global variable,26,0,1,[LONG DESC]
18056=Local variable reverse by global variable,26,0,1,[LONG DESC]
18057=Local variable xor by global variable,26,0,1,[LONG DESC]
18058=Local variable or by global variable,26,0,1,[LONG DESC]
18059=Local variable and by global variable,26,0,1,[LONG DESC]
18060=Global variable set by global variable,27,0,1,[LONG DESC]
18061=Global variable add by global variable,27,0,1,[LONG DESC]
18062=Global variable minus by global variable,27,0,1,[LONG DESC]
18063=Global variable multiply by global variable,27,0,1,[LONG DESC]
18064=Global variable divide by global variable,27,0,1,[LONG DESC]
18065=Global variable mod by global variable,27,0,1,[LONG DESC]
18066=Global variable leftshift by global variable,27,0,1,[LONG DESC]
18067=Global variable rightshift by global variable,27,0,1,[LONG DESC]
18068=Global variable reverse by global variable,27,0,1,[LONG DESC]
18069=Global variable xor by global variable,27,0,1,[LONG DESC]
18070=Global variable or by global variable,27,0,1,[LONG DESC]
18071=Global variable and by global variable,27,0,1,[LONG DESC]
[ScriptParams]
22=Local variables,-1
23=Global variables,-2
24=Local variables,-3
25=Local variables,-4
26=Global variables,-5
27=Global variables,-6
Click to show
New:
- Allow using waypoints, area guard and attack move with aircraft (by CrimRecya)
- Enhanced Straight trajectory (by CrimRecya)
- Enable building production queue (by CrimRecya)
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (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)
- New Parabola trajectory (by CrimRecya)
- Type select for buildings (code by TaranDahl(航味麻酱), 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 multiplier for different houses (by CrimRecya)
- Customizable duration 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)
- Draw visual effects for airburst weapons (by CrimRecya)
- Technos recount current burst index when change the firing weapon (by CrimRecya)
Vanilla fixes:
- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
Fixes / interactions with other extensions:
- Allowed
AuxBuilding
and Ares'SW.Aux/NegBuildings
to count building upgrades (by Ollerus)
Click to show
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 supportsCustomPalette
(by ststl) - Toggleable DieSound when grinding (by Trsdy)
- Shields can inherit Techno ArmorType (by Starkku)
- Income money flying-string display when harvesters or slaves are docking to refineries or when spies steal credits (by Trsdy)
- Allow random crates to be generated only on lands (by Trsdy)
- Iron-curtain effects on infantries and organic units (by ststl)
- Custom
SlavesFreeSound
(by TwinkleStar) - Allows jumpjet to crash without rotation (by TwinkleStar)
- Customizable priority of superweapons timer sorting(by ststl)
- 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 viaAnimList.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) AAOnly
for projectiles (by Starkku)CreateUnit
improvements & additions (can spawn infantry and aircraft, 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 viaZShapePointMove.OnBuildup
(by Starkku) UndeploysInto
building selling buildup sequence length customization (by Starkku)- Allow overriding
Shield.AffectTypes
for each Warhead shield interaction (by Starkku) - TechnoType conversion warhead & superweapon (by Morton)
- TechnoType conversion on ownership change (by Trsdy)
- 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 & Trsdy)
- Crushing tilt and slowdown customization (by Starkku)
- Extra warhead detonations on weapon (by Starkku)
- Chrono sparkle animation display customization and improvements (by Starkku)
- Script action to Chronoshift teams to enemy base (by Starkku)
- Customizable ElectricBolt Arcs (by Fryone, Kerbiter)
- Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, based on knowledge of DeathFish)
- PipScale pip customizations (size, ammo / spawn / tiberium frames or offsets) (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)
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 ifPrimary
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
forMultiplayPassive=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
andPercentAtMax
for negative damage (by Starkku) - In addition to
PlacementGrid.Translucency
, allow to set the transparency of the grid when PlacementPreview is enabled, using thePlacementGrid.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)
- User setting toggles for harvester counter & power delta indicator (by Starkku)
- Shrapnel weapon target filtering toggle (by Starkku)
- Restore functionality of
[CrateRules] -> FreeMCV
with customizable credits threshold (by Starkku) - Allow customizing the number of vehicles required for unit crates to turn into money crates (by Starkku)
- Per-VehicleType reroll chance for
CrateGoodie=true
(by Starkku) - Warheads spawning powerup crates (by Starkku)
- Custom tint on TechnoTypes (by Starkku)
- Revenge weapon (by Starkku)
- AttachEffect types with new features like custom tint and weapon range modifier (by Starkku)
- Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku)
- Map trigger action
41 Play Animation At...
now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku) - Allow restricting how many times per frame a single radiation site can damage a building (by Starkku)
- Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku)
- Allow customizing Aircraft weapon strafing regardless of
ROT
andStrafing.Shots
values beyond 5 (by Trsdy) - Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku)
- Allow
CloakVisible=true
laser trails optinally be seen only if unit is detected (by Starkku) - Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode (by TaranDahl/航味麻酱)
- Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl/航味麻酱)
- Customizing whether passengers are kicked out when an aircraft fires (by ststl)
- Shield hit flash (by Starkku)
- Option to scatter
Anim/SplashList
animations around impact coordinates (by Starkku) - Customizable wake anim (by TwinkleStar)
- Customizable rocker amplitude (by TwinkleStar, Ollerus)
- AI script action to jump back to previous script after picking a random script (by handama)
- Insignias visibility and position adjustments (by Fryone)
- Promotion animation (by Fryone)
- Allow different technos to share build limit in a group (by ststl & Ollerus)
- Map events
604-605
for checking if a specific Techno enters in a cell (by FS-21) - Waypoint path is drawn for all units under player control or if
[GlobalControls] -> DebugPlanningPaths=yes
(by Trsdy) RemoveDisguise
now works on vehicle disguises (by Trsdy)- Allow anchoring extended tooltips to the left side of the sidebar (by Trsdy)
- Toggle to allow spawned aircraft to attack immediately after being spawned (by Starkku)
ZAdjust
for OverlayTypes (by Starkku)- Allow customizing extra tint intensity for Iron Curtain & Force Shield (by Starkku)
- Option to enable parsing 8-bit RGB values from
[ColorAdd]
instead of RGB565 (by Starkku) - Customizing height and speed at which subterranean units travel (by Starkku)
- Option for Warhead damage to penetrate Iron Curtain or Force Shield (by Starkku)
- Option for Warhead to remove all shield types at once (by Starkku)
- Allow customizing voxel light source position (by Kerbiter, Morton, based on knowledge of thomassnedon)
- Option to fix voxel light source being offset and incorrectly tilting on slopes (by Kerbiter)
- AI superweapon delay timer customization (by Starkku)
- Disabling
MultipleFactory
bonus from specific BuildingType (by Starkku) - Customizable ChronoSphere teleport delays for units (by Starkku)
- Allowed and disallowed types for
FactoryPlant
(by Starkku) - Customizable damage & 'crumbling' (destruction) frames for TerrainTypes (by Starkku)
- Custom object palettes for TerrainTypes (by Starkku)
- Forbidding parallel AI queues for specific TechnoTypes (by Starkku)
- Nonprovocative Warheads (by Starkku)
- Buildings considered as destroyable pathfinding obstacles (by Starkku)
FireOnce
infantry sequence reset toggle (by Starkku)- Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)
- Customizing effect of level lighting on air units (by Starkku)
- Reimplemented
Airburst
&Splits
logic with more customization options (by Starkku) - Buildings considered as destroyable pathfinding obstacles (by Starkku)
- Animation visibility customization settings (by Starkku)
- Light effect customizations (by Starkku)
- Building unit repair customizations (by Starkku)
- Toggle to disallow buildings from providing build area during buildup (by Starkku)
- Allow customizing which building types provide build area for a building (by Starkku)
Scorch
/Flamer
fire animation customization (by Starkku)- Warheads parasite removal customization (by Starkku)
- Allow infantry to use land sequences in water (by Starkku)
<Player @ X>
can now be used as owner for pre-placed objects on skirmish and multiplayer maps (by Starkku)- Allow customizing charge turret delays per burst on a weapon (by Starkku)
- Unit
Speed
setting now accepts floating point values (by Starkku) - Extending
Power
to all TechnoTypes (by Morton) - Shield armor inheritance customization (by Ollerus)
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 inOpenTopped
transport. (by Trsdy) - Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar's work)
- 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)
- Break the mind-control link when capturing a mind-controlled building with an engineer (by Trsdy)
- Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations (by Starkku)
- Cloaked & disguised 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) - 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/orLandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land withPrimary
weapon (by Starkku) - Fixed an issue that causes objects in layers outside ground layer to not be sorted correctly (caused issues with animation and jumpjet layering for an instance) (by Starkku)
- Restored
EVA_StructureSold
for buildings withUndeploysInto
(by Trsdy) - Allow MCV to redeploy in campaigns (by Trsdy)
- Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
butConstructionYard=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 withUndeploysInto
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=false
projectile now have attack cursor when selected (by Starkku) - Transports with
OpenTopped=true
and weapon that hasBurst
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
andNaval=false
vehicles concurrently like human players do (by Starkku) - 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)
- 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 forDeploysInto
buildings and as a result not working properly withWaterBound
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 settingArcing.AllowElevationInaccuracy=false
(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) 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 withIsRailgun=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)
- Fixed a desync potentially caused by displaying of cursor over selected
DeploysInto
units (by Starkku) - Skipped drawing the rally point line when undeploying a factory (by Trsdy)
- Tint effects are now correctly applied to SHP vehicles and all types of aircraft as well as building animations regardless of their position (by Starkku)
- Iron Curtained / Force Shielded objects now always use the correct tint color (by Starkku)
- Objects in invalid map coordinates are no longer used for starting view and AI base center calculations (by Starkku)
- Units & buildings with
DecloakToFire=false
weapons can now cloak while targeting & reloading (by Starkku) - Units with
Sensors=true
will no longer reveal ally buildings (by Starkku) - Air units are now reliably included by target scan with large range and Warhead detonation by large
CellSpread
(by Starkku) - Weapons with
AA=true
Projectile can now correctly fire at air units when both firer and target are over a bridge (by Starkku) - Fixed disguised units not using the correct palette if target has custom palette (by NetsuNegi)
- Building upgrades now consistently use building's
PowerUpN
animation settings corresponding to the upgrade'sPowersUpToLevel
where possible (by Starkku) - Subterranean units are no longer allowed to perform deploy functions like firing weapons or
IsSimpleDeployer
while burrowed or burrowing, they will instead emerge first like they do for transport unloading (by Starkku) - Fixed
Temporal=true
Warheads potentially crashing game if used to attackSlaved=true
infantry (by Starkku) - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
- Animations with
MakeInfantry
andUseNormalLight=false
that are drawn in unit palette will now have cell lighting changes applied on them (by Starkku) - Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by Starkku)
- Removed the 0 damage effect from
InfDeath=9
warheads to in-air infantries (by Trsdy) - Projectiles created from
AirburstWeapon
now remember their WeaponType and can apply radiation etc. (by Starkku) - Fixed damaged aircraft not repairing on
UnitReload=true
docks unless they land on the dock first (by Starkku) - Certain global tileset indices (
ShorePieces
,WaterSet
,CliffSet
,WaterCliffs
,WaterBridge
,BridgeSet
andWoodBridgeSet
) can now be toggled to be parsed for lunar theater (by Starkku) - Fixed infantry
SecondaryFire
/SecondaryProne
sequences being displayed in water instead ofWetAttack
(by Starkku) - Fixed objects with ally target and
AttackFriendlies=true
having their target reset every frame, particularly AI-owned buildings (by Starkku) - Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to
[Units]
list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers (by Starkku) - Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix (by tyuah8)
- Fix
Stop
command not working so well in some cases (by CrimRecya) - Use 2D distance instead of 3D to check whether in air team members have arrived destination (by CrimRecya)
- Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc. (by Starkku)
- Fix an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct (by NetsuNegi)
- Fix the bug that parasite will vanish if it missed its target when its previous cell is occupied (by 航味麻酱)
- Aircraft will now behave as expected according to it's
MovementZone
andSpeedType
when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby (by CrimRecya) - Fix the bug that destroyed unit may leaves sensors (by tyuah8 & NetsuNegi)
FreeUnit
uses its ownSpeedType
to determine where to spawn (by NetsuNegi)- Fix the bug where naval ships set to
AllowedToStartInMultiplayer=yes
may spawn incorrectly on land (by NetsuNegi) - Fix the bug where pathfinding issues occur when a building performs undeploy (by NetsuNegi)
Phobos fixes:
- Fixed a few errors of calling for superweapon launch by
LaunchSW
or building infiltration (by Trsdy) - Add
ImmuneToCrit
for shields (by Trsdy) - Reimplemented the bugfix for jumpjet units' facing when firing, discard the inappropriate
JumpjetTurnToTarget
tag (by Trsdy) Gunner=true
transports now correctly change turret if a passenger is removed byPassengerDeletion
(by Starkku)PassengerDeletion.Soylent
now correctly calculates refund value if removed passenger has no explicitly setSoylent
value (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) CreateUnit
now uses civilian house as owner instead if the intended owner house has been defeated (this is in-line with howMakeInfantry
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
DetonateOnAllMapObjects.RequireVerses
not considering shield armor types (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
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 checkingMakeInfantryOwner
(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 hasTypeImmune=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
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)
- 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) - Fixed
AutoDeath
causing crashes when used to kill a parasite unit inside an another unit (by Starkku) - Phobos Warhead effects combined with
CellSpread
now correctly apply to buildings if any of the foundation cells are hit (by Starkku) - Phobos Warhead effects on zero-
CellSpread
Warheads no longer apply to target if projectile detonates prematurely, far-away from target (by Starkku) - Fixed radiation site damage not taking the radiation level reduction into accord (by Starkku)
- Correctly update laser trail position while techno is cloaked even if trail is not drawn (by Starkku)
- Fixed
Shield.Respawn.Amount
not defaulting to shield type default if not set (by Starkku) - Fixed frame by frame hotkey description to read
TXT_FRAME_BY_FRAME_DESC
instead ofTXT_DISPLAY_DAMAGE_DESC
(by DeathFishAtEase) - Buildings considered vehicles (
ConsideredVehicle=true
or not set in conjunction withUndeploysInto
& 1x1 foundation) are now considered units by affected target enum checks (by Starkku) - Fixed Phobos Warhead effects not reliably being applied on damage area as opposed to full weapon-based Warhead detonation (by Starkku)
- Fix
LimboKill
not working reliably (by CrimRecya) - Fixed
SelfHealGainType=none
not working (changed tonoheal
) (by Starkku) - Fixed AircraftTypes gaining self-healing from
UnitsGainSelfHeal
by default (while not displaying the pip) when they should not (by Starkku) - Fixed
LaunchSW.IgnoreInhibitors
andSW.Next.IgnoreInhibitors
overriding correspondingIgnoreDesignators
settings (by Ollerus) - Type conversion on Warheads and Superweapons will no longer recursively convert units if applicable conversion pairs are listed, and only first applicable pair takes effect (by Starkku)
- Fixed
Ammo.DeployUnlockMinimumAmount
/Ammo.DeployUnlockMaximumAmount
behavior inside tank bunkers (by Fryone) - Fixed
Ammo.AddOnDeploy
behavior inside tank bunkers for non-converters (by Fryone) - Fixed an issue that caused new attack and move script actions to pick buildings with
InvisibleInGame=yes
as targets (FS-21) - Fix
Insignia.Weapon
failing to parse in map (by Ollerus)
Fixes / interactions with other extensions:
- Weapons fired by EMPulse superweapons (Ares feature) now fully respect the firing building's FLH.
- Weapons fired by EMPulse superweapons (Ares feature) now respect
Floater
and Phobos-addedGravity
setting (by Starkku) IsSimpleDeployer
units with Hover locomotor andDeployToLand
no longer get stuck after deploying or play their move sound indefinitely (by Starkku)- All forms of type conversion (including Ares') now correctly update the warp-in delay if unit with teleport
Locomotor
was converted while the delay was active (by Starkku) - All forms of type conversion (including Ares') now correctly update
MoveSound
if a moving unit has their type changed (by Starkku) - All forms of type conversion (including Ares') now correctly update
OpenTopped
state of passengers in transport that is converted (by Starkku) - Infantry type conversion from
Deployer=yes
tono
now correctly update the sequence anim (by Trsdy) - Fixed an issue introduced by Ares that caused
Grinding=true
buildingActiveAnim
to be incorrectly restored whileSpecialAnim
was playing and the building was sold, erased or destroyed (by Starkku) - Appended Ares'
SW.Shots
usage to extended tooltips (by Trsdy) - Fixed Ares' Abductor weapon leaves permanent placement stats when abducting moving vehicles (by Trsdy)
- Suppressed Ares' swizzle warning when parsing
Tags
andTaskForces
(by Trsdy) - Fixed Academy (Ares feature) not working on the initial payloads (Ares feature) of vehicles built from a war factory (by Trsdy, supersedes Aephiex impl.)
- Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions (by Trsdy)
Click to show
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 requiringCellSpread
) (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
withDamage.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)
Click to show
New:
- LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)
- Anim-to-Unit logic and ability to randomize DestroyAnim (by Otamaa)
- Shield modification warheads (by Starkku)
- Shield BreakWeapon & InitialStrength (by Starkku)
- Initial Strength for TechnoTypes (by Uranusian)
- Re-enable obsolete
JumpjetControls
for TechnoTypes' default Jumpjet properties (by Uranusian) - Weapon targeting filter (by Uranusian, Starkku)
- Secondary weapon fallback customization (by Starkku)
- Burst-specific FLHs for TechnoTypes (by Starkku)
- Burst delays for weapons (by Starkku)
- AreaFire weapon target customization (by Starkku)
- Auto-firing TechnoType weapons (by Starkku)
- PowerPlant Enhancer (by secsome)
- Unlimited Global / Local Variables (by secsome)
- Adds a "Load Game" button to the retry dialog on mission failure (by secsome)
- Default disguise for individual InfantryTypes (by secsome)
- Quicksave hotkey command (by secsome)
- Save Game trigger action (by secsome)
- Numeric Variables (by secsome)
- TechnoType's tooltip would display it's build time now (by secsome)
- Customizable tooltip background color and opacity (by secsome)
- FrameByFrame & FrameStep hotkey command (by secsome)
- Allow
NotHuman=yes
infantry to use randomDeath
anim sequence (by Otamaa) - Ability for warheads to trigger specific
NotHuman=yes
infantryDeath
anim sequence (by Otamaa) - XDrawOffset for animations (by Morton)
- Customizable OpenTopped properties (by Otamaa)
- Automatic Passenger Deletion (by FS-21)
- Script actions for new AI attacks (by FS-21)
- Script actions for modifying AI Trigger Current Weight (by FS-21)
- Script action for waiting & repeat the same new AI attack if no target was found (by FS-21)
- Script action that modifies the Team's Trigger Weight when ends the new attack action (by FS-21)
- Script action for picking a random script from a list (by FS-21)
- Script action for new AI movements towards certain objects (by FS-21)
- Script action that modify target distance in the new move actions (by FS-21)
- Script action that modify how ends the new move actions (by FS-21)
- Script action that un-register Team success (by FS-21)
- Script action to regroup temporarily around the Team Leader (by FS-21)
- Script action to randomly skip next action (by FS-21)
- Script action for timed script action jumps (by FS-21)
- ObjectInfo now shows current Target and AI Trigger data (by FS-21)
- Shield absorption and passthrough customization (by Morton)
- Limbo Delivery of buildings (by Morton)
- Ore stage threshold for
HideIfNoOre
(by Otamaa) - Image reading in art rules for all TechnoTypes (by Morton)
- Attached animation layer customization (by Starkku)
- Jumpjet unit layer deviation customization (by Starkku)
- IsSimpleDeployer deploy direction & animation customizations (by Starkku)
- Customizable projectile gravity (by secsome)
- Gates can now link with walls correctly via
NSGates
orEWGates
(by Uranusian) - Per-warhead toggle for decloak of damaged targets (by Starkku)
DeployFireWeapon=-1
now allows the deployed infantries using both weapons as undeployed (by Uranusian)- Power delta (surplus) counter for sidebar (by Morton)
- Added Production and Money to Dump Object Info command (by FS-21)
EnemyUIName=
Now also works for other TechnoTypes (by Otamaa)DestroyAnim
&DestroySound
for TerrainTypes (by Otamaa)- Weapons fired on warping in / out (by Starkku)
Storage.TiberiumIndex
for customizing resource storage in structures (by FS-21)- Grinder improvements & customizations (by Starkku)
- Attached animation position customization (by Starkku)
- Trigger Action 505 for Firing SW at specified location (by FS-21)
- Trigger Action 506 for Firing SW at waypoint (by FS-21)
- New behaviors for objects' self-destruction under certain conditions (by Trsdy & FS-21)
- Slaves' ownership decision when corresponding slave miner is destroyed (by Trsdy)
- Customize buildings' selling sound and EVA voice (by Trsdy)
ForceWeapon.Naval.Decloacked
for overriding uncloaked underwater attack behavior (by FS-21)- Shrapnel enhancement (by secsome)
- Shared Ammo for transports to passengers (by FS-21)
- Additional critical hit logic customizations (by Starkku)
- Laser trails for VoxelAnims (by Otamaa)
- Local warhead screen shaking (by Starkku)
- Feedback weapon (by Starkku)
- TerrainType & ore minimap color customization (by Starkku)
- Single-color weapon lasers (by Starkku)
- Customizable projectile trajectory (by secsome)
- Display damage numbers debug hotkey command (by Starkku)
- Toggleable display of TransactMoney amounts (by Starkku)
- Building-provided self-healing customization (by Starkku)
- Building placement preview (by Otamaa & Belonit)
- Passable & buildable-upon TerrainTypes (by Starkku)
- Toggle for passengers to automatically change owner if transport owner changes (by Starkku)
- Superweapon launch on warhead detonation (by Trsdy)
- Preserve IronCurtain status upon DeploysInto/UndeploysInto (by Trsdy)
- Correct owner house for Warhead Anim/SplashList & Play Animation trigger animations (by Starkku)
- Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)
- Enhanced projectile interception logic, including projectile strength & armor types (by Starkku)
- Initial Strength for Cloned Infantry (by FS-21)
- OpenTopped transport rangefinding & deactivated state customizations (by Starkku)
- Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)
- Animation damage / weapon improvements (by Starkku)
- Warhead self-damaging toggle (by Starkku)
- Trailer animations inheriting owner (by Starkku)
- Warhead detonation on all objects on map (by Starkku)
- Implemented support for PCX images for campaign loading screen (by FlyStar)
- Implemented support for PCX images for observer loading screen (by Uranusian)
- Animated (non-tiberium spawning) TerrainTypes (by Starkku)
- Toggleable passenger killing for Explodes=true units (by Starkku)
- New condition for automatic self-destruction logic when TechnoTypes exist/don't exist (by FlyStar)
- For developers: now you can use command line arg to control main exception handler (by Multfinite)
Vanilla fixes:
- Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN)
- Fixed DeathWeapon not detonating properly (by Uranusian)
- Fixed lasers & other effects drawing from wrong offset with weapons that use Burst (by Starkku)
- Fixed buildings with
Naval=yes
ignoringWaterBound=no
to be forced to place onto water (by Uranusian) - Fixed temporal weapon crash under certain conditions where stack dump starts with 0051BB7D (by secsome)
- Fixed the bug when retinting map lighting with a map action corrupted light sources (by secsome)
- Fixed the bug when reading a map which puts
Preview(Pack)
afterMap
lead to the game fail to draw the preview (by secsome) - Fixed the bug that GameModeOptions are not correctly saved (by secsome)
- Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian)
- Fixed AI Aircraft docks bug when Ares tag
[GlobalControls] -> AllowParallelAIQueues=no
is set (by FS-21) - Fixed the bug when occupied building's
MuzzleFlashX
is drawn on the center of the building whenX
goes past 10 (by Otamaa) - Fixed jumpjet units that are
Crashable
not crashing to ground properly if destroyed while being pulled by aLocomotor
warhead (by Starkku) - Fixed aircraft & jumpjet units not being affected by speed modifiers (by Starkku)
- Fixed vehicles (both voxel & SHP) to fully respect
Palette
(by Starkku) - Fixed mind control indicator animations not reappearing on mind controlled objects that are cloaked and then uncloaked (by Starkku)
- Fixed Nuke carrier and payload weapons not respecting
Bright
setting on weapon (by Starkku) - Fixed buildings not reverting to undamaged graphics when HP was restored above
[AudioVisual] -> ConditionYellow
viaSelfHealing
(by Starkku) - Fixed jumpjet units being unable to turn to the target when firing from a different direction (by Trsdy)
- Fixed turreted jumpjet units always facing bottom-right direction when stop moving (by Trsdy)
- Fixed jumpjet objects being unable to detect cloaked objects beneath (by Trsdy)
- Anim owner is now set for warhead AnimList/SplashList anims and Play Anim at Waypoint trigger animations (by Starkku)
- Fixed AI script action Deploy getting stuck with vehicles with
DeploysInto
if there was no space to deploy at initial location (by Starkku) - Fixed
Foundation=0x0
causing crashes if used on TerrainTypes. - Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to Ares-introduced Warhead effects (by Starkku)
- Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon (by Starkku)
- Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc. (by Starkku)
- Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding (only applies to Z-aware drawing mode for now) (by Apollo)
- Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something (by Kerbiter)
- Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku) - Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry (by Otamaa) - 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) - Allowed observers to see a selected building's radial indicator (by Trsdy)
Phobos fixes:
- Fixed shields being able to take damage when the parent TechnoType was under effects of a
Temporal
Warhead (by Starkku) - Improved shield behavior for forced damage (by Uranusian)
- Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)
- Fixed shielded objects not decloaking if shield takes damage (by Starkku)
- Fixed critical hit animation playing even if no critical hits were dealt due to
Crit.Affects
orImmuneToCrit
settings (by Starkku) - Fixed
RemoveDisguise
not working onPermaDisguise
infantry (by Starkku) - Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow falloff to match the vanilla appearance (by Starkku)
- Fixed a potential cause of crashes concerning shield animations (such in conjunction with cloaking) (by Starkku)
- Fixed interceptors intercepting projectiles fired by friendly objects if the said object died after firing the projectile (by Starkku)
- Fixed interceptor weapons with
Inviso=true
projectiles detonating the projectile at wrong coordinates (by Starkku) - Fixed some possible configuration reading issues when using Phobos with patches that rename
uimd.ini
(by Belonit) - Fixed a game crash when using the Map Snapshot command (by Otamaa)
- Fixed issue with incorrect input in edit dialog element when using IME (by Belonit)
- Fixed an issue where tooltip text could be clipped by tooltip rectangle border if using
MaxWidth
> 0 (by Starkku) - Fixed projectiles with
Trajectory=Straight
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku) - Minor performance optimization related to shields (by Trsdy)
- Fixed teleporting miners (Chrono Miner) considered to be idle by harvester counter, improved related game performance (by Trsdy)
- Fixed negative damage weapons considering shield health when evaluating targets even if Warhead had
Shield.Penetrate
set to true (by Starkku) - Fixed engineers considering shield health instead of building health when determining if they can repair or capture a building (by Starkku)
- Fixed shield animations (
IdleAnim
,BreakAnim
andHitAnim
) showing up even if the object shield is attached to is currently underground (by Starkku) - Fixed shields not being removed from sinking units until they have fully finished sinking (by Starkku)
- Fixed techno-extdata update after type conversion (by Trsdy)
- Fixed Phobos Warhead effects (crits, new shield modifiers etc.) considering sinking units valid targets (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 a game crash when checking BuildLimit if Phobos is running without Ares (by Belonit)
- Corrected the misinterpretation in the definition of
DiskLaser.Radius
(by Trsdy) - Fixed GlobalVariables failed working among scenarios (by Trsdy)
Fixes / interactions with other extensions:
- Weapons fired by EMPulse superweapons (Ares feature) without
EMPulse.TargetSelf=true
can now create radiation (by Starkku)
Non-DLL:
- Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to use latest Phobos tags (by Kerbiter)
Click to show
Phobos fixes:
- Fixed shield type info not saving properly (by Uranusian)
- Fixed extended building upgrades logic not properly interacting with Ares' BuildLimit check (by Uranusian)
- Fix more random crashes for Cameo Priority (by Uranusian)
- Fix aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku)
Click to show
Phobos fixes:
- Fixed random crashes about CameoPriority (by Uranusian)
- Fixed trigger action 125 not functioning properly (by Uranusian)
- Fixed area warhead detonation not falling back to firer house (by Otamaa)
- RadSite hook adjustment for
FootClass
to support AresRadImmune
; also various fixes to radiation / desolators (by Otamaa) - Fixed
Crit.Affects
not functioning properly (by Uranusian) - Fixed improper upgrade owner transfer which resulted in built ally / enemy building upgrades keeping the player who built them alive (by Kerbiter)
Click to show
New:
- Customizable producing progress "bars" like CnC:Remastered did (by Uranusian)
- Customizable cameo sorting priority (by Uranusian)
- Customizable harvester ore gathering animation (by secsome, Uranusian)
- Allow making technos unable to be issued with movement order (by Uranusian)
Vanilla fixes:
- Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)
Phobos fixes:
- Fixed the critical damage logic not functioning properly (by Uranusian)
- Fixed the bug when executing the stop command game crashes (by Uranusian)
Click to show
Phobos fixes:
- Fixed occasional crashes introduced by
Speed=0
stationary vehicles code (by Starkku)
Click to show
New:
- Setting VehicleType
Speed
to 0 now makes game treat them as stationary (by Starkku)
Vanilla fixes:
- Fixed the bug when after a failed placement the building/defence tab hotkeys won't trigger placement mode again (by Uranusian)
- Fixed the bug when building with
UndeployInto
playsEVA_NewRallypointEstablished
while undeploying (by secsome)
Phobos fixes:
- Fixed the bug when trigger action
125 Build At...
wasn't actually producing a building when the target cells were occupied (by secsome)
Click to show
New:
- Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with warhead additions (by Starkku)
- Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)
- New ScriptType actions
71 Timed Area Guard
,72 Load Onto Transports
,73 Wait until ammo is full
(by FS-21) - Ore drills now have customizable ore type, range, ore growth stage and amount of cells generated (by Kerbiter)
- Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati)
- Customizable harvester active/total counter next to credits counter (by Uranusian)
- Select Next Idle Harvester hotkey command (by Kerbiter)
- Dump Object Info hotkey command (by secsome, FS-21)
- Remove Disguise and Remove Mind Control warhead effects (by secsome)
- Custom per-warhead SplashLists (by Uranusian)
AnimList.PickRandom
used to randomizeAnimList
with no side effects (by secsome)- Chance-based critical damage system on warheads (by AutoGavy)
- Optional mind control range limit (by Uranusian)
- Multiple mind controllers can now release units on overload (by Uranusian, secsome)
- Spawns now can be killed on low power and have limited pursuing range (by FS-21)
- Spawns can now have the same exp. level as owner techno (by Uranusian)
TurretOffset
now acceptsF,L,H
andF,L
values instead of justF
value (by Kerbiter)- ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)
- Semantic locomotor aliases for modder convenience (by Belonit)
- Ability to specify amount of shots for strafing aircraft and burst simulation (by Starkku)
- Customizeable Teleport/Chrono Locomotor properties per TechnoType (by Otamaa)
- Maximum waypoints amount increased from 702 to 2147483647 (by secsome)
- Customizeable Missing Cameo file (by Uranusian)
Vanilla fixes:
- Map previews with zero size won't crash the game anymore (by Kerbiter, Belonit)
- Tileset 255+ bridge fix (by E1 Elite)
- Fixed fatal errors when
Blowfish.dll
couldn't be registered in the system properly due to missing admin rights (by Belonit) - Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)
- Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again (by Uranusian)
- Fixed the bug when cloaked Desolator was unable to fire his deploy weapon (by Otamaa)
- Fixed the bug when
InfiniteMindControl
withDamage=1
will auto-release the victim to control new one (by Uranusian) - Fixed the bug that script action
Move to cell
was still using leftover cell calculations from previous games (by secsome) - Fixed the bug when trigger action
125 Build At...
didn't play buildup anim (by secsome) - Fixed
DebrisMaximums
(spawned debris type amounts cannot go beyond specified maximums anymore) (by Otamaa) - Fixes to
DeployFire
logic (DeployFireWeapon
,FireOnce
, stop command now work properly) (by Starkku)
Phobos fixes:
- Properly rewritten a fix for mind-controlled vehicles deploying into buildings (by FS-21)
- Properly rewritten
DeployToFire
fix, tagDeployed.RememberTarget
is deprecated, now always on (by Kerbiter) - New warheads now work with Ares'
GenericWarhead
superweapon (by Belonit)
Click to show
Phobos fixes:
- Fixed an occasional crash when selecting units with a selection box
Click to show
New:
- Full-color PCX graphics support (by Belonit)
- Support for PCX loading screens of any size (by Belonit)
- Extended sidebar tooltips with descriptions, recharge time and power consumption/generation (by Kerbiter, Belonit)
- Selection priority filtering for box selection (by Kerbiter)
- Shroud, reveal and money transact warheads (by Belonit)
- Custom game icon command line arg (by Belonit)
- Ability to disable black spawn position dots on map preview (by Belonit)
- Ability to specify applicable building owner for building upgrades (by Kerbiter)
- Customizable disk laser radius (by Belonit, Kerbiter)
- Ability to switch to GDI sidebar layout for any side (by Belonit)
Vanilla fixes:
- Deploying mind-controlled TechnoTypes won't make them permanently mind-controlled anymore (unfinished fix by DCoder)
- SHP debris hardcoded shadows now respect
Shadow=no
tag value (by Kerbiter) DeployToFire
vehicles won't lose target on deploy anymore (unfinished fix by DCoder)- Fixed QWER hotkey tab switching not hiding the displayed tooltip as it should (by Belonit)
- Sidebar tooltips now can go over sidebar bounds (by Belonit)
- Lifted stupidly small limit for tooltip character amount (by Belonit)