Skip to content

What's New

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.

Migrating

Hint

You can use the migration utility (can be found on Phobos supplementaries repo) to apply most of the changes automatically using a corresponding sed script file.

From vanilla

  • 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.
  • PowerUpNAnim 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 setting PowerUpNDamagedAnim explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add. PowersUpToLevel=-1 upgrades still do not work correctly PowerUpNAnim and such buildings should forgo using explicit upgrade animations.
  • Elite technos no longer scatter by default, behaviour can be restored by including SCATTER in their EliteAbilities.
  • [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 existing [General] -> BaseUnit 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 as [General] -> WarpOut.
  • Vehicles with Crusher=true + OmniCrusher=true / MovementZone=CrusherAll were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys TiltsWhenCrushes but can be customized individually for these two scenarios using TiltsWhenCrusher.Vehicles and TiltsWhenCrusher.Overlays, which both default to TiltsWhenCrushes.

From older Phobos versions

From pre-0.5 devbuilds

  • 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.

From 0.4

  • 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.

From post-0.3 devbuilds

  • Ivan bombs no longer automatically center on building when attached. Set [CombatDamage] -> IvanBombAttachToCenter to true to restore this behaviour. Due to technical constraints this cannot be customized per WeaponType.
  • AlternateFLH no longer affects vehicle passengers by default. To re-enable it, set AlternateFLH.ApplyVehicle=true on the transport unit.
  • Parsing priority of ShowBriefing and BriefingTheme between map file and missionmd.ini has been switched (from latter taking priority over former to vice-versa) due to technical limitations and compatibility issues with spawner DLL.
  • Game will now produce fatal error with an error message if any of the files listed in [$Include] in any INI file do not exist.
  • Aircraft with weapons that have Strafing.Shots < 5 will now keep flying after last shot like those with Strafing.Shots >= 5 do. This delay can now be customized explicitly by setting Strafing.EndDelay on the weapon.
  • 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 to Units.UseRepairCost (note inverted expected value) as it no longer has discrete default value and affects Hospital=true buildings, infantry do not have repair cost by default.
  • Critical hit animations created by Crit.AnimOnAffectedTargets=true Warheads no longer default to AnimList.PickRandom if Crit.AnimList.PickRandom is not set.
  • SelfHealGainType value none has been changed to noheal due to none 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 with UndeploysInto & 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 and Offset.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 than ExtraWarheads 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 to CreateAnimsOnZeroDamage to make it more clear it applies to both AnimList 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. Use SubjectToLand=true to re-enable this behaviour.
  • Units' LaserTrails will no longer lag behind by one frame, so it needs to be repositioned (Previously, units with faster speeds may need to be positioned further ahead).

From 0.3

  • DeployingAnim.AllowAnyDirection has been superceded by DeployDir. Use value of -1 to re-enable the no facing restriction.
  • Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead Verses to affect target to apply unless EffectsRequireVerses 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 via Trajectory.Straight.TargetSnapDistance.
  • LaunchSW.RealLaunch=false now checks if firing house has enough credits to satisfy SW's Money.Amount in order to be fired.
  • CreateUnit now creates the units by default at animation's height (even if CreateUnit.ConsiderPathfinding is enabled) instead of always at ground level. This behaviour can be restored by setting CreateUnit.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 or SensorArray no longer affect whether or not building is considered as vehicle for AI attack scripts. Use ConsideredVehicle instead on buildings that do not have both UndeploysInto set and Foundation=1x1.
  • PassengerDeletion.SoylentFriendlies has been replaced by PassengerDeletion.SoylentAllowedHouses. Current default value of PassengerDeletion.SoylentAllowedHouses=enemies matches the previous default behaviour with PassengerDeletion.SoylentFriendlies=false.
  • Grinding.DisplayRefund is changed to DisplayIncome, Grinding.DisplayRefund.Houses is changed to DisplayIncome.Houses, Grinding.DisplayRefund.Offset is changed to DisplayIncome.Offset.
  • [JumpjetControls] -> AllowLayerDeviation and JumpjetAllowLayerDeviation have been deprecated as the animation layering issues have been properly fixed by default now.
  • [JumpjetControls] -> TurnToTarget and JumpjetTurnToTarget are obsolete. Jumpjet units who fire OmniFire=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 to ExtraShadow.

From pre-0.3 devbuilds

  • 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. Use Straight Trajectory instead. See here.
  • Automatic self-destruction logic logic has been reimplemented, Death.NoAmmo, Death.Countdown and Death.Peaceful tags have been remade/renamed and require adjustments to function.
  • DetachedFromOwner on weapons is deprecated. This has been replaced by AllowDamageOnSelf 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 and ShowBuildingPlacementPreview 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.

From 0.2.2.2

  • Keys rulesmd.ini -> [WarheadType] -> PenetratesShield and rulesmd.ini -> [WarheadType] -> BreaksShield have been changed to Shield.Penetrate and Shield.Break, respectively.
  • Rad.NoOwner on weapons is deprecated. This has been replaced by RadHasOwner key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.
  • RadApplicationDelay and RadApplicationDelay.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.

From 0.1.1

  • Key rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget is deprecated and can be removed now, the bugfix for DeployToFire deployers is now always on.

Changed tags

  • To standardize tag names for similar functions, prevent typos, or avoid misunderstandings, replace them with new tag names.

From pre-0.5 devbuilds

  • The following tags were renamed:
    • [WarheadType] -> Crit.AffectAbovePercent -> [WarheadType] -> Crit.AffectsAbovePercent.

From 0.4

  • The following tags were renamed:
    • [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

  • You can use the MigrationUtility in the PhobosSupplementaries repository to conveniently complete these migrations.

Note

  • If it is detected that you are using the old INI flags, a warning log will be output 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.

New user settings in RA2MD.INI

  • 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.
ini
[Phobos]
CampaignDefaultGameSpeed=4       ; integer
ShowBriefing=true                ; boolean
DigitalDisplay.Enable=false      ; boolean
ShowDesignatorRange=false        ; boolean
PrioritySelectionFiltering=true  ; boolean
PriorityDeployFiltering=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
HideLaserTrailEffects=false      ; boolean
HideShakeEffects=false           ; boolean

For Map Editor (Final Alert 2)

Click to show

In FAData.ini:

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
71=AttachEffectType,0
101=BannerType,0
102=Horizontal position,0
103=Vertical position,0
104=Banner ID,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
606=AttachEffect is attaching to a Techno...,-2,71,0,0,[LONG DESC],0,1,606,1

[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... (Phobos),-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1
501=Edit variable... (Phobos),0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1
502=Generate random number... (Phobos),0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1
503=Print variable value... (Phobos),0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0
504=Binary operation... (Phobos),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
511=Building Type undeploy at... (Phobos),-10,47,2,0,0,0,1,0,0,Recycle the building type into a vehicle and move it to the specified waypoint. If the type is `<All>`, recycle all buildings.,0,1,511
606=Edit hate-value... (Phobos),0,2,55,6,0,0,0,0,0, Edit the hate-value that trigger houses to other houses. -1 works for all houses.,0,1,606
607=Clear hate-value... (Phobos),0,2,0,0,0,0,0,0,0, Clear the hate-value that trigger houses to other houses. -1 works for all houses.,0,1,607
608=Set force enemy... (Phobos),0,0,2,0,0,0,0,0,0, Force an enemy, it will not change with the change of hate-value. -1 will remove the forced enemy, -2 will never have any enemies.,0,1,608
609=Set radar mode... (Phobos),0,0,15,0,0,0,0,0,0, Trigger's house can modify the current radar mode. 0 for requires full-power and building, 1 for free radar, 2 for forced enable, 3 for forced disable.,0,1,609
610=Set team delay... (Phobos),0,0,6,0,0,0,0,0,0, Trigger's house can customize TeamDelay. When the value is less than 0 in `[General]>TeamDelays`.,0,1,610
800=Display banner and local variable... (Phobos),-4,101,104,102,103,3,0,0,0,Draw banner on screen and replace banner with same ID,0,1,800
801=Display banner and global variable... (Phobos),-4,101,104,102,103,35,0,0,0,Draw banner on screen and replace banner with same ID,0,1,801
802=Delete banner... (Phobos),0,104,0,0,0,0,0,0,0,Delete banner with ID,0,1,802

; 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]
14004=Force Global OnlyTargetHouseEnemy value in Teams,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

Changelog

Version TBD (develop branch nightly builds)

Click to show

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 issue where units recruited by a team with AreTeamMembersRecruitable=false cannot be recruited even if they have been liberated by that team (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)
  • 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)

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 the issue that power output of building on tooltip won't consider power enhancer (by NetsuNegi)
  • RealTimeTimers now support independent gamespeed index values for Multiplayer and Skirmish (by RAZER)
  • Fixed the bug that the upgrade building's power-enhancing effect depends only on its parent building and is not related to the upgrade building itself (by NetsuNegi)
  • Fixed an issue where hover vehicles could not be destroyed after malfunctioning on water surfaces (by FlyStar)
  • Fixed an issue where shadow matrix scaling was incorrectly applied to TurretOffset causing turret shadow misplacement (by Noble_Fish)
  • Fixed an issue that customizable warhead animation scatter cannot override 32 leptons scatter of Inviso=yes projectile (by NetsuNegi)
  • 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)
  • Fixed a bug where a unit's turrets would also get locked when the unit became deactivated for reasons other than being under EMP (by Noble_Fish)
  • Fixed a bug that prevented recalculation of stats etc. on discarding self-owned AE (by Starkku)
  • Fixed combat light ignoring / behaving differently from vanilla game regarding detail level and framerate checks (by Starkku)
  • Fixed a bug causing transfering AttachEffects (e.g on DeploysInto/UndeploysInto) not to immediately recalculate stats or tint (by Starkku)
  • Fixed a bug where updating the OpenTopped attribute during convert did not update the coordinates of passengers (by NetsuNegi)
  • Fixed Shrapnel.AffectsBuildings=true shrapnel weapons being able to hit the building itself, potentially multiple times, if it had foundation larger than 1x1 (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 the bug where WeaponRange.AllowWeapons and WeaponRange.DisallowWeapons only support weapons listed in the [WeaponTypes] list (by Noble_Fish)
  • Fixed the bug where passengers, when their transport unit is removed, would cause incorrect LimboTracker counts due to either having their destructor called directly (bypassing UnInit) or nested UnInit calls resetting the deletion flag too early, thereby breaking auto-death and superweapon auxiliary techno checks (by NetsuNegi)
  • Fixed a bug where stationary vehicles would also block movement caused by external factors (by Noble_Fish)

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 DeathFish)
  • 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)

0.4.0.3

Click to show

Vanilla fixes:

  • Vehicles overlapping Wall=true OverlayTypes no longer display sell cursor and cannot be sold (by CnCRAZER, Starkku, Noble_Fish)
  • Fixed a desync due to an inconsistent shroud state caused by GapGenerator and SpySat interaction (by Starkku)

Phobos fixes:

  • Fixed vehicles disguised as trees incorrectly displaying veterancy insignia when they shouldn't (by Starkku)

0.4.0.2

Click to show

Phobos fixes:

  • Fixed AircraftDockingDirs being reset if the BuildingType section is redefined in map file (by Starkku)
  • Fixed harvester counter not accounting for type converting harvesters (by Ollerus)
  • Fixed the bug that weapon cannot used to intercept on gound bullet if it's projectile has AG=no (by NetsuNegi)
  • Fixed the bug that if there's a tank in tank bunker, tank bunker use auto death by vanish will cause tank get stuck and game will crash quickly (by NetsuNegi)
  • Fixed ROF.RandomDelay incorrectly defaulting to 0 (no delay) instead of random value in range 0-2 (by Starkku)
  • Fixed CreateUnit.Owner=killer not working correctly with DestroyAnim(s) (by TaranDahl)
  • Fixed a bug causing erratic behaviour with units scattering f.ex moving away from buildings being placed (by Starkku)
  • Fixed an oversight that prevented units deploying into buildings from deploying on top of CanBeBuiltOn TerrainTypes (by Starkku)
  • Animation-fired weapons now snap on the object they are attached to if present (by TaranDahl)

0.4.0.1

Click to show

Vanilla fixes:

  • Fixed preplaced aircraft outside visible map being incorrectly flagged as crashing under certain conditions (by Starkku)

Phobos fixes:

  • AttachEffect DisableWeapons no longer interferes with 'can this unit/building fire weapons?' checks for units/buildings with no weapons (by Starkku)
  • Fixed starting infantry being scattered randomly on game start instead of being grouped (by 11EJDE11, Belonit, Ollerus)
  • Fixed an issue with certain Warhead detonation features (f.ex Crit.Warhead without Crit.Warhead.FullDetonation=true not snapping on the intended target without CellSpread) (by Starkku)
  • Fixed an issue with UndeploysInto.Sellable (by TaranDahl)
  • Fixed an issue with Powered/PoweredSpecial building animation ownership change fix (by Trsdy)
  • Fixed DisplayIncome, Transact.Money etc. display strings showing through shroud and for objects that are supposed to be hidden such as cloaked, undetected enemies (by Starkku)
  • Fixed an issue that could cause crashes when FeedbackWeapon was used to convert the firer to another TechnoType with less or no weapons (by Starkku)
  • Fixed an issue with parsing floating point numbers from INI that may have in some cases contributed to desyncs (by Starkku)

0.4

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 optionally 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 supports CustomPalette (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 infantry 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 SubjectTo(Land/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 via AnimList.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 via ZShapePointMove.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 if Primary 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 (by Morton)
  • Allow toggling Infantry/UnitsGainSelfHeal for MultiplayPassive=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 and PercentAtMax for negative damage (by Starkku)
  • In addition to PlacementGrid.Translucency, allow to set the transparency of the grid when PlacementPreview is enabled, using the PlacementGrid.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 and Strafing.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)
  • Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl)
  • Customizing whether passengers are kicked out when an aircraft fires (by ststl)
  • Shield hit flash (by Starkku)
  • Option to scatter (Anim/Splash)List 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)
  • Option to restore PowerSurplus setting for AI (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)
  • Draw visual effects for airburst weapons (by CrimRecya)
  • Unit Speed setting now accepts floating point values (by Starkku)
  • Strafing is now disabled by default when using Trajectory (by CrimRecya)
  • Skip target scanning function calling for unarmed technos (by TaranDahl & solar-III)
  • Allow retint fix to be disabled with [AudioVisual] -> UseRetintFix=no in rulesmd.ini due to performance considerations (by Kerbiter)
  • Elite technos no longer scatter by default, behaviour is controlled by SCATTER veterancy ability now (by NetsuNegi & Starkku)

Vanilla fixes:

  • Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy)
  • Allow setting whether AlternateFLH applies to vehicle passengers in the transport unit (by Trsdy & NetsuNegi)
  • 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/or LandTargeting=2 resulting in still targeting TerrainTypes (trees etc.) on land with Primary 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 with UndeploysInto (by Trsdy)
  • Allow MCV to redeploy in campaigns (by Trsdy)
  • Allow buildings with UndeploysInto to be sold if Unsellable=no but ConstructionYard=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 with UndeploysInto 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 has Burst 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 and Naval=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 for DeploysInto buildings and as a result not working properly with WaterBound 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 setting Arcing.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 with IsRailgun=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 infantry 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's PowersUpToLevel 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 attack Slaved=true infantry (by Starkku)
  • Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
  • Animations with MakeInfantry and UseNormalLight=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 infantry (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 and WoodBridgeSet) can now be toggled to be parsed for lunar theater (by Starkku)
  • Fixed infantry SecondaryFire / SecondaryProne sequences being displayed in water instead of WetAttack (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)
  • Fixed 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)
  • Fixed 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)
  • Fixed the bug that parasite will vanish if it missed its target when its previous cell is occupied (by TaranDahl)
  • Aircraft will now behave as expected according to it's MovementZone and SpeedType 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)
  • Fixed the bug that destroyed unit may leaves sensors (by tyuah8 & NetsuNegi)
  • FreeUnit uses its own SpeedType to determine where to spawn (by NetsuNegi)
  • Fixed the bug where naval ships set to AllowedToStartInMultiplayer=yes may spawn incorrectly on land (by NetsuNegi)
  • Fixed the bug where pathfinding issues occur when a building performs undeploy (by NetsuNegi)
  • Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory (by CrimRecya & TaranDahl)
  • Fixed a crash caused by electric bolt not invalidating Owner (by NetsuNegi)
  • Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, Xkein, ZivDero)
  • Fixed issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles)
  • Fixed an issue that caused IsSonic=true wave drawing to crash the game if the wave traveled over a certain distance (by Starkku)
  • Fixed Hospital=yes building can't kick out infantry after loading a save (by FlyStar)
  • Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt (by Starkku)
  • Fixed an issue where FireAngle would not work properly under certain circumstances (by TaranDahl)
  • Fixed the bug that healing weapons could not automatically acquire aerial targets (by TaranDahl)
  • Technos are no longer unable to stop when it is above the elevated bridge, and they are still not allowed to stop moving under the elevated bridge, but can stop other missions (by CrimRecya)
  • Fixed an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own (by CrimRecya)
  • Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges (by CrimRecya & TaranDahl)
  • Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge (by CrimRecya)
  • Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge (by CrimRecya)
  • Allow voxel projectiles to use AnimPalette and FirersPalette (by NetsuNegi)
  • Fixed an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc. (by TaranDahl)
  • Fixed the bug that EnterBioReactorSound, LeaveBioReactorSound, EnterGrinderSound on technotype does not used (by NetsuNegi)
  • Fixed the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by IsLocomotor=yes warhead (by NetsuNegi)
  • Fixed an issue that units on the slope tilted at an excessive angle (by CrimRecya & NetsuNegi)
  • Fixed an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding (by CrimRecya)
  • Fixed an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles (by CrimRecya)
  • Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash (by NetsuNegi)
  • Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error (by CrimRecya)
  • Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by IsLocomotor=yes warhead (by NetsuNegi)
  • Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with WaterBound on water surface (by NetsuNegi)
  • Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead (by CrimRecya)
  • Fixed an issue that game crashes when spawnee has been removed and is not real dead (by CrimRecya)
  • Fixed the bug that infantry ignored Passengers and SizeLimit when entering buildings (by NetsuNegi)
  • Fixed VoiceDeploy not played, when deployed through hot-key/command bar (by Fryone)
  • Fixed the bug that ships can travel on elevated bridges (by NetsuNegi)
  • Second weapon with ElectricAssault=yes will not unconditionally attack your building with Overpowerable=yes (by FlyStar)
  • Fixed an issue that the widespread damage caused by detonation on the bridge/ground cannot affect objects on the ground/bridge who are in the opposite case (by CrimRecya)
  • Fixed the bug that DamageSelf and AllowDamageOnSelf are ineffective on airforce (by NetsuNegi)
  • Fixed an issue of incorrect position of TrailerAnim in VoxelAnim (by CrimRecya)
  • Fixed the bug that OpenToppedWarpDistance is calculated incorrectly for building target (by TaranDahl)
  • Fixed an issue that MovementZone=Fly harvesters can not be able to enter refinery buildings manually (by CrimRecya)
  • Fixed an issue that jumpjet harvester cannot automatically go mining when leaving the weapons factory (by CrimRecya)
  • Fixed an issue that jumpjet harvester will overlap when manually entering refinery buildings and cause game crashes (by CrimRecya)
  • Fixed an issue that Spawned aircraft will fly towards the edge of the map when its Spawner is under EMP (by CrimRecya)
  • Engineers can enter buildings normally when they don't need to be repaired (or you can force it by pressing Alt) (by FlyStar)
  • Player-controlled spies are not forced to perform other tasks while attacking buildings (by FlyStar)
  • If BombDisarm=yes is not present for all weapon warheads, then the engineer will no longer use the appropriate mouse action (by FlyStar)
  • Fixed an unusual use of DeployFireWeapon for InfantryType (by FlyStar)
  • Fixed the bug that passengers' Temporal attacks wouldn't stop when an OpenTopped vehicle was frozen by a Temporal warhead (by NetsuNegi)
  • Fixed the bug that vehicle owned by computer will scatter when cloaking (by NetsuNegi)
  • Fixed the bug that submarine always turn left after changed owner by map event (by NetsuNegi)
  • Fixed the bug that occupyable structure won't redraw when press deploy hotkey to release all occupants (by NetsuNegi)
  • Fixed an issue that if the garrison unload occupants when there is no open space around it would result in the disappearance of the occupants (by CrimRecya)
  • Fixed the bug that Locomotor warhead won't stop working when the attacker is being affected by Temporal=yes warhead (by NetsuNegi)
  • Fixed the bug that IsLocomotor=yes warhead rendering hover units unselectable and undamageable on elevated bridge (by NetsuNegi)
  • Fixed the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing (by NetsuNegi)
  • Fixed the bug that hover vehicle will sink if destroyed on bridge (by NetsuNegi)
  • Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target (by FlyStar)
  • Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer (by CrimRecya)

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 by PassengerDeletion (by Starkku)
  • PassengerDeletion.Soylent now correctly calculates refund value if removed passenger has no explicitly set Soylent 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 how MakeInfantry 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 checking MakeInfantryOwner (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 has TypeImmune=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 an issue where the hotkey message text in frame-by-frame mode incorrectly referenced TXT_DISPLAY_DAMAGE_DESC instead of TXT_FRAME_BY_FRAME_DESC. (by DeathFishAtEase)
  • Buildings considered vehicles (ConsideredVehicle=true or not set in conjunction with UndeploysInto & 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)
  • Fixed LimboKill not working reliably (by CrimRecya)
  • Fixed SelfHealGainType=none not working (changed to noheal) (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 and SW.Next.IgnoreInhibitors overriding corresponding IgnoreDesignators and IgnoreInhibitors 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 (by FS-21)
  • Fixed Insignia.Weapon failing to parse in map (by Ollerus)
  • Fixed AltNextScenario not taking effect (by FlyStar)
  • Fixed DefaultDisguise showing wrong house colors for different players (by NetsuNegi & Ollerus)
  • 600 The shield of the attached object is broken bug fix for the triggered event (by FlyStar)
  • Fixed a read bug when setting the SHP file name in INI (By Noble_Fish)
  • Fixed map trigger action 125 Build At... not always playing buildups correctly (by Starkku)

Fixes / interactions with other extensions:

  • Weapons fired by EMPulse superweapons (Ares feature) now fully respect the firing building's FLH (by Starkku)
  • Weapons fired by EMPulse superweapons (Ares feature) now respect Floater and Phobos-added Gravity setting (by Starkku)
  • IsSimpleDeployer units with Hover locomotor and DeployToLand 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 to no now correctly update the sequence anim (by Trsdy)
  • Fixed an issue introduced by Ares that caused building ActiveAnim to be incorrectly restored while SpecialAnim was playing and the building was sold, erased or destroyed (by Starkku & Trsdy)
  • 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 and TaskForces (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)
  • Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi)
  • Fixed an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully (by FlyStar)
  • Fixed an issue where some units crashed after the deployment transformation (by ststl & FlyStar)
  • Fixed the bug that AlphaImage remained after unit entered tunnel (by NetsuNegi)
  • Fixed an issue where Ares' Convert.Deploy triggers repeatedly when the unit is turning or moving (by CrimRecya)
  • Fixed quicksave command and save game trigger action to work with YRpp spawner's multiplayer saves (by Kerbiter)
  • Ported XNA CnCNet Client multiplayer save handling to get rid of occasional multiplayer save file overwriting when saving too fast (by Kerbiter)

0.3.0.1

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 requiring CellSpread) (by Starkku)
  • Fixed script action 10103 'Load Into Transports' unintentionally skipping next action (by FS-21)
  • Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
  • Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
  • Animation Weapon with Damage.DealtByInvoker=true now uses the invoker's house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku)
  • Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
  • Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
  • Fixed floating point value parsing precision to match the game (by Starkku)
  • Power output / drain should now correctly be applied for buildings created via LimboDelivery in campaigns (by Starkku)
  • Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
  • Fixed CanTarget not considering objects on bridges when checking if cell is empty (by Starkku)
  • Fixed vehicle deploy weapons not working if the unit is cloaked and weapon has DecloakToFire=true (by NetsuNegi & Starkku)
  • Fixed IsAnimated terrain not updating correctly in all circumstances (by Starkku)
  • Fixed CreateUnit interaction with bridges (spawning under when shouldn't etc) (by Starkku)
  • CanTarget now considers bridges as land like game's normal weapon selection does (by Starkku)
  • AreaFire.Target now takes cells with bridges into consideration depending on firer's elevation (by Starkku)

0.3

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 random Death anim sequence (by Otamaa)
  • Ability for warheads to trigger specific NotHuman=yes infantry Death 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 or EWGates (by Uranusian)
  • Per-warhead toggle for decloak of damaged targets (by Starkku)
  • DeployFireWeapon=-1 now allows the deployed infantry 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 ignoring WaterBound=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) after Map 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 the bug when occupied building's MuzzleFlashX is drawn on the center of the building when X goes past 10 (by Otamaa)
  • Fixed jumpjet units that are Crashable not crashing to ground properly if destroyed while being pulled by a Locomotor 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 via SelfHealing (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 (by Starkku)
  • 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 with Airburst=yes or Warhead with EMEffect=true (by Starkku)
  • Fixed the bug when MakeInfantry logic on BombClass resulted in Neutral 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 or ImmuneToCrit settings (by Starkku)
  • Fixed RemoveDisguise not working on PermaDisguise 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 with Airburst=yes or Warhead with EMEffect=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 and HitAnim) 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:

  • Fixed AI Aircraft docks bug when Ares tag [GlobalControls] -> AllowParallelAIQueues=no is set (by FS-21)
  • 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)

0.2.2.2

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)
  • Fixed more random crashes for CameoPriority (by Uranusian)
  • Fixed aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku)

0.2.2.1

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 Ares RadImmune; 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)

0.2.2

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)

0.2.1.1

Click to show

Phobos fixes:

  • Fixed occasional crashes introduced by Speed=0 stationary vehicles code (by Starkku)

0.2.1

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 plays EVA_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)

0.2

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 randomize AnimList 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 accepts F,L,H and F,L values instead of just F 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)
  • Fixed 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 with Damage=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, tag Deployed.RememberTarget is deprecated, now always on (by Kerbiter)
  • New warheads now work with Ares' GenericWarhead superweapon (by Belonit)

0.1.1

Click to show

Phobos fixes:

  • Fixed an occasional crash when selecting units with a selection box (by Kerbiter)

0.1

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)