Releases: Phobos-developers/Phobos
Releases · Phobos-developers/Phobos
Version 0.2.1.1 (build 18)
Phobos fixes since v0.2.1:
- Fixed occasional crashes introduced by
Speed=0
stationary vehicles code (by Starkku)
Version 0.2.1 (build 17)
New changes since v0.2:
- 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)
Version 0.2 (build 16)
New changes since v0.1:
- 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)
Build 15 (v0.2 RC3)
Bugfixes since build 14:
- Fixed trigger action 98 for unlimited waypoints (by secsome)
- Fixed wrong shield tags (
ArmorType
,Respawn
and rate tags) behavior (by Uranusian) - Fixed regression in new script actions' logics introduced by code changes (by Uranusian)
- Fixed infantry not keeping the shield on ungarrison/unload (by Uranusian)
- Fixed log getting spammed with waypoint errors when in reality there isn't any (by Uranusian)
Build 14 (v0.2 RC2)
New stuff since build 13:
- Reworked and improved shields, now they don't crash under mysterious circumstances and are now a separate enumerated type, see docs (by Belonit, Uranusian)
- Maximum waypoints amount increased from 702 to 2147483647 (by secsome)
- Customizeable Missing Cameo file (by Uranusian)
Vanilla fixes:
- 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 fixed double death bug without side consequences (by Uranusian)
- Fixed some more issues with custom warheads behavior (by Belonit)
Build 13 (v0.2 release candidate)
Changes compared to build 12:
- Fixed magnetronned unit not dying when killed in air (by Uranusian)
- Fixed
IsDesolator
Ares tag not working withoutRadLevel
set to values greater than 0 (by Uranusian) - Fixed units causing desync when going out of mind control range (by Uranusian)
- Added
AnimList.PickRandom
for usage instead ofEMEffect
as it's causing side issues (by secsome)
Build 12
Changes compared to build 11:
- Warhead shield breaking/penetration effects (by Starkku)
Crit.Affects
default value fixed (by Uranusian)- Shield HP and Ammo additions for Dump Object info hotkey command (by FS-21)
- ElectricBolt visuals can now be disabled per-bolt (by Otamaa)
- Semantic locomotor aliases for modder convenience (by Belonit)
- Reworked and fixed custom radiation logic, now uses
[RadiationTypes]
rules section (by Otamaa)- Fixed radiation site setting issues
- Fixed vanilla bug of desolator not being able to fire his deploy weapon when cloaked
- Ability to specify amount of shots for strafing aircraft and burst simulation (by Starkku)
- Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)
- Ore spawners can now generate multiple cells of ore per animation (by Kerbiter, Belonit)
- Customizeable Teleport/Chrono Locomotor properties per TechnoClass (by Otamaa)
- Minimum guard range for projectile interception logic (by Erzoid)
- Fixed some of the projectiles not being intercepted when they should (by Erzoid)
- A slew of improvements for shield logic (by Uranusian)
- Better support for armor- and verses-related stuff, targeting improvements
- Feature stability improvements
- Full support for unit-to-unit and unit-to-building conversion
- Shielded units will now die after the short game ends properly
- Fixed harvester counter color being wrong in case where the color mode was different from RGB565
- Fixed vanilla issue when stuff on map could die multiple times during their death sequence (by Uranusian, Kerbiter)
Build 11
This is also mostly a bugfix release. Changelog compared to build 10:
- Actually fixed the mind control and radiation issues this time (by Uranusian, secsome)
- Compatibility improvements on TerrainType for HAres users (by Uranusian)
- Shields for Iron Curtained units won't absorb damage now (by Uranusian)
- Properly rewritten
DeployToFire
fix, tagDeployToFire.RememberTarget
is deprecated, now always on. Doesn't cause side effects like unkillable mine spawner structures anymore (by Kerbiter) - Ability to specify randomized ore growth stage for ore spawners (by Kerbiter)
- ScriptType action 73 which allows all Team members wait for full ammo then take next action (by FS-21)
Build 10
Changes compared to build 9:
- Added an ability for harvester counter to change color based on percentage of active harvesters among total (by Uranusian).
- Fixed occassional radiation crashes (by Uranusian).
- Mind-controlled vehicles now properly work when deploying into buildings, including SW-granting buildings (by FS-21).
- Few improvements and fixes to the shield logic (by Uranusian).
Build 9 (reuploaded)
Changes compared to build 8:
- TechnoTypes can now have shields with customizable anims, health, armor, respawn and heal values etc. (by Uranusian, secsome)
- Multiple mind controllers can now release units on overload (by Uranusian, secsome)
- Ore drills now have customizable ore type to generate and radius in which the ore will be generated (by Kerbiter)
- Interceptors now intercept all enemy projectiles instead of projectiles targetted at friednly units (by Kerbiter)
- Customizable harvester active/total counter next to credits counter (by Uranusian)
- A hotkey to select next idle harvester (by Kerbiter)
- Hotkeys are now translatable via stringtables (by Uranusian)
- Spawns can now have the same exp. level as owner techno (by Uranusian)
- Chance-based critical damage system on warheads (by AutoGavy)
- Fixed fatal errors when
Blowfish.dll
couldn't be registered in the system properly due to missing admin rights (by Belonit) - Map previews with zero size won't crash the game anymore (by Kerbiter, Belonit)
Internal changes:
- Save/load code internals reworked to be more like Ares, please do pay attention to testing if save/loads still work as intended (by secsome)
- New lower-level patching macros (by Belonit)
Font is updated to v4 for harvester counter, get it from corresponding docs section.
UPD: some bugfixes in MC stuff.