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
IsSimpleDeployerunits now obey deploying facing constraint even without deploying animation. To disable this, setDeployDir(defaults to[AudioVisual] -> DeployDir) to -1.Vertical=trueprojectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image hasVoxel=trueor not. This behavior can be reverted by settingVerticalInitialFacing=falseon projectile inrulesmd.ini.Vertical=trueprojectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour setVertical.AircraftFix=falseon the projectile.Weapons with
Airstrike=trueon Warhead will now check target eligibility for airstrikes regardless of weapon slot. UseAirstrikeTargets=allonPrimaryairstrike weapon Warhead to restore previous behaviour.PowerUpNAnimis now used instead of the upgrade building’s image file for upgrade animation if set. Note that displaying a damaged version will still require settingPowerUpNDamagedAnimexplicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add.PowersUpToLevel=-1upgrades still do not work correctlyPowerUpNAnimand such buildings should forgo using explicit upgrade animations.[CrateRules] -> FreeMCVnow controls whether or not player is forced to receive unit from[General] -> BaseUnitfrom goodie crate if they own no buildings or any existing[General] -> BaseUnitvehicles 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] -> WarpInhas 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=CrusherAllwere hardcoded to tilt when crushing vehicles / walls respectively. This now obeysTiltsWhenCrushesbut can be customized individually for these two scenarios usingTiltsWhenCrusher.VehiclesandTiltsWhenCrusher.Overlays, which both default toTiltsWhenCrushes.
From older Phobos versions
From post-0.3 devbuilds
UseCenterCoordsWhenAttachedhas been replaced by enumeration keyAttachedAnimPosition. SetAttachedAnimPosition=centerto replicate effects ofUseCenterCoordsWhenAttached=true.Parsing priority of
ShowBriefingandBriefingThemebetween map file andmissionmd.inihas 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 withStrafing.Shots>= 5 do. This delay can now be customized explicitly by settingStrafing.EndDelayon the weapon.Selecting weapons other than primary against walls based on
Wall=trueon Warhead etc. now requires[CombatDamage] -> AllowWeaponSelectAgainstWallsto be set to true first.Lunar theater tileset parsing unhardcoding is now only applied if
lunarmd.inihas[General] -> ApplyLunarFixesset to true.Units.DisableRepairCostwas changed toUnits.UseRepairCost(note inverted expected value) as it no longer has discrete default value and affectsHospital=truebuildings, infantry do not have repair cost by default.Critical hit animations created by
Crit.AnimOnAffectedTargets=trueWarheads no longer default toAnimList.PickRandomifCrit.AnimList.PickRandomis not set.SelfHealGainTypevaluenonehas been changed tonohealdue tononebeing treated as a blank string and not parsed by the game.Affected target enum (
CanTarget,Crit.Affectset al) now considers buildings considered vehicles (ConsideredVehicle=trueor not set in conjunction withUndeploysInto& 1x1 foundation) as units instead of buildings.If
CreateUnit.AlwaysSpawnOnGroundis 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
OffsetandOffset.ShieldDeltaY-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
CellSpreadnow correctly apply to buildings if any of the foundation cells are hit instead of only the top-left most cell (cell #0).ExtraWarheads.DamageOverridesnow falls back to last listed value if list is shorter thanExtraWarheadsfor 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.ShowOnZeroDamagehas been renamed toCreateAnimsOnZeroDamageto make it more clear it applies to bothAnimListand splash animations.INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags
-Includeand-Inheritance.Level=trueprojectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. UseSubjectToLand=trueto re-enable this behaviour.Units’
LaserTrailswill 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.AllowAnyDirectionhas been superceded byDeployDir. 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
Versesto affect target to apply unlessEffectsRequireVersesis set to false. Shield armor type is used if target has an active shield that cannot be penetrated by the Warhead.Trajectory=Straightprojectiles can now snap on targets within 0.5 cells from their detonation point, this distance can be customized viaTrajectory.Straight.TargetSnapDistance.LaunchSW.RealLaunch=falsenow checks if firing house has enough credits to satisfy SW’sMoney.Amountin order to be fired.CreateUnitnow creates the units by default at animation’s height (even ifCreateUnit.ConsiderPathfindingis enabled) instead of always at ground level. This behaviour can be restored by settingCreateUnit.AlwaysSpawnOnGroundto 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,TickTankorSensorArrayno longer affect whether or not building is considered as vehicle for AI attack scripts. Use ConsideredVehicle instead on buildings that do not have bothUndeploysIntoset andFoundation=1x1.PassengerDeletion.SoylentFriendlieshas been replaced byPassengerDeletion.SoylentAllowedHouses. Current default value ofPassengerDeletion.SoylentAllowedHouses=enemiesmatches the previous default behaviour withPassengerDeletion.SoylentFriendlies=false.Grinding.DisplayRefundis changed toDisplayIncome,Grinding.DisplayRefund.Housesis changed toDisplayIncome.Houses,Grinding.DisplayRefund.Offsetis changed toDisplayIncome.Offset.[JumpjetControls] -> AllowLayerDeviationandJumpjetAllowLayerDeviationhave been deprecated as the animation layering issues have been properly fixed by default now.[JumpjetControls] -> TurnToTargetandJumpjetTurnToTargetare obsolete. Jumpjet units who fireOmniFire=noweapons 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] -> 53is deprecated.Shadowfor debris & meteor animations is changed toExtraShadow.
From pre-0.3 devbuilds
Trajectory.Speedis now defined on projectile instead of weapon.Gravity=0is 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. UseStraightTrajectory instead. See here.Automatic self-destruction logic logic has been reimplemented,
Death.NoAmmo,Death.CountdownandDeath.Peacefultags have been remade/renamed and require adjustments to function.DetachedFromOwneron weapons is deprecated. This has been replaced byAllowDamageOnSelfon 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.TranslucentLevelandShowBuildingPlacementPreviewtags 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.Radiusvalues 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] -> PenetratesShieldandrulesmd.ini -> [WarheadType] -> BreaksShieldhave been changed toShield.PenetrateandShield.Break, respectively.Rad.NoOwneron weapons is deprecated. This has been replaced byRadHasOwnerkey on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.RadApplicationDelayandRadApplicationDelay.Buildingon custom radiation types are now only used if[Radiation] -> UseGlobalRadApplicationDelayis 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.RememberTargetis deprecated and can be removed now, the bugfix forDeployToFiredeployers is now always on.
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.
[Phobos]
CampaignDefaultGameSpeed=4 ; integer
ShowBriefing=true ; boolean
DigitalDisplay.Enable=false ; boolean
ShowDesignatorRange=false ; boolean
PrioritySelectionFiltering=true ; boolean
ShowPlacementPreview=yes ; boolean
RealTimeTimers=false ; boolean
RealTimeTimers.Adaptive=false ; boolean
ShowHarvesterCounter=true ; boolean
ShowPowerDelta=true ; boolean
ShowWeedsCounter=true ; boolean
ToolTipDescriptions=true ; boolean
ToolTipBlur=false ; boolean
SaveGameOnScenarioStart=true ; boolean
HideLightFlashEffects=false ; boolean
For Map Editor (Final Alert 2)
Click to show
In FAData.ini:
[ParamTypes]
47=Structures,28
54=Use GlobalVar,10
55=Operation,0
56=Variable index,0
57=Lower bound,0
58=Upper bound,0
59=Operate var is global,10
60=Operate var index,0
65=Campaign AI Repairable,0
68=House,1,2
69=Non-inert,10
70=AITargetTypes index,0
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,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1
501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1
502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1
503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0
504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1
505=Fire Super Weapon at specified location (Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified location. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,505
506=Fire Super Weapon at specified waypoint (Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,506
510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set MCVRedeploys to the given value,0,1,510
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
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]
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:
Allow using waypoints, area guard and attack move with aircraft (by CrimRecya)
Enhanced Straight trajectory (by CrimRecya)
Enable building production queue (by CrimRecya)
Custom exit cell for infantry factory (by Starkku)
Option for vehicles to keep target when issued move command (by Starkku)
Skip anim delay for burst fire (by TaranDahl)
Extending
Powerto all TechnoTypes (by Morton)New Parabola trajectory (by CrimRecya)
Type select for buildings (code by TaranDahl, doc by Ollerus)
Raise alert when technos are taking damage (by TaranDahl)
Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)
Toggle waypoint for building (by TaranDahl)
Bunkerable checks dehardcode (by TaranDahl)
No turret unit turn to the target (by CrimRecya & TaranDahl)
Damage multipliers (by CrimRecya & Ollerus)
Customizable duration for electric bolts (by Starkku)
Customizable FLH tracking for electric bolts (by Starkku)
Extended gattling rate down logic (by CrimRecya)
Sell or undeploy building on impact (by CrimRecya)
No rearm and reload in EMP or temporal (by CrimRecya)
Technos recount current burst index when change the firing weapon (by CrimRecya)
Shield armor inheritance customization (by Ollerus)
Damaged unit image changes (by Fryone)
Customizable spawns queue (by TwinkleStar)
Initial spawns number (by TwinkleStar)
Override target under EMP attack behavior (By FS-21)
Aircraft spawner recycling improvements (custom offset, animation etc.) (by TaranDahl)
Technos can maintain a suitable distance after firing (by CrimRecya)
Projectile subject to ground check before firing (by CrimRecya)
Delay automatic attack on the controlled unit (by CrimRecya)
Parabombs (by Starkku & TaranDahl)
Sinkablity and sinking speed customization (by TaranDahl)
Fast access vehicle (by CrimRecya)
Laser, electric bolt and rad beam scatter (by CrimRecya)
Airburst weapon firing/source coordinate customizations (by Starkku)
AlternateFLH on-turret toggle (by Starkku)
Fire weapon when Warhead kills something (by Ollerus)
Prone speed customization (by TaranDahl)
Customize damaged speed ratio of drive/ship loco (by NetsuNegi)
Customize overpower logic (by NetsuNegi)
Promotion animation deglobalization (by Ollerus)
Forcing specific weapon by range and target type (by Ollerus)
Jumpjet Tilts While Moving (by CrimRecya)
Spawned aircraft facing to match turret toggle (by Starkku)
Removed dependency on
blowfish.dll(by ZivDero)Warhead that can not kill (by FS-21)
Customize parasite culling targets (by NetsuNegi)
Overload characteristic dehardcoded (by Otamaa)
RadarInvisible for non-enemy house (By TaranDahl)
New
Pips.HideIfNoStrengthandSelfHealing.EnabledByadditions for shields (by FS-21)Customize harvester dump amount (by NetsuNegi)
Select box logic (by NetsuNegi)
Customize airstrike targets (by NetsuNegi)
Aggressive attack move mission (by CrimRecya)
Amphibious access vehicle (by CrimRecya)
Allow miners do area guard (by TaranDahl)
Make harvesters do addtional scan after unload (by TaranDahl)
Passenger-based insignias (by Ollerus)
Use
InsigniaTypeto set the properties of insignia in a batch (by Ollerus)Tiberium eater logic (by NetsuNegi)
Customize the damage taken when falling from a bridge (by FlyStar)
Dehardcoded 255 limit of
OverlayType(by secsome & ZivDero)Customizable airstrike flare colors (by Starkku)
Allowed player’s self-healing effects to be benefited by allied or
PlayerControl=truehouses (by Ollerus)Exclusive SuperWeapon Sidebar (by NetsuNegi & CrimRecya)
Customize the scatter caused by aircraft attack mission (by TaranDahl)
Customizable garrison and bunker properties (by Otamaa)
Disable
DamageSoundfor buildings (by Otamaa)Power plant damage factor (by Otamaa and Ollerus)
Customize whether
Crater=yesanimation would destroy tiberium (by TaranDahl)Weapon target filtering by health percentage (by NetsuNegi)
Turretless vehicles with
Voxel=nosupport useFireUplike infantry (by FlyStar)Infantry support
IsGattling=yes(by FlyStar)Several new Infotypes, no display in specific status and a new single frame display method (by CrimRecya)
Targeting limitation for berzerk technos (by TaranDahl)
Allowed faking digital display for
InfoType=Healthat disguise (by Ollerus)Warhead activation target health thresholds (by FS-21 & Kerbiter)
Customize limit and sound when engineer repair a building (by NetsuNegi)
Customizable debris trailer anim spawn delay (by CrimRecya)
Display banner (by Morton & ststl)
Allows refineries to use multiple ActiveAnim simultaneously (by TaranDahl)
Electric/RadBeam trail for laser tails (by NetsuNegi)
Add
DebrisMinimumsto keep the count of debris within a certain range (by CrimRecya)Several attackmove related enhancement (by TaranDahl)
Ground line for select box (by NetsuNegi)
Support for more optional weapons (by FlyStar)
Task subtitles display in the middle of the screen (by CrimRecya)
Linked superweapons (by FS-21)
Delayed fire weapons (by Starkku)
Burst without delay (by CrimRecya & TaranDahl)
Target scanning delay customization (by TaranDahl & solar-III)
Force techno targeting in distributed frames to improve performance (by TaranDahl)
Damaged aircraft image changes (by Fryone)
Additional attached animation position customizations (by Starkku)
Use
SkipCrushSlowdown=trueto avoid the bug related toAccelerates=trueandMovementZone=CrushAll(by TaranDahl)Units can customize the attack voice that plays when using more weapons (by FlyStar)
Customize squid grapple animation (by NetsuNegi)
Auto deploy for GI-like infantry (by TaranDahl)
Vehicles that have lost their target can customize the turret direction to align with the vehicle body (by FlyStar)
Reverse engineer warhead (by CrimRecya)
AI base construction modification (by CrimRecya)
Jumpjet Climbing Logic Enhancement (by CrimRecya)
Restore turret recoil effect (by CrimRecya)
Customize hardcoded projectile initial facing behavior (by Starkku)
Health bar permanently displayed (by FlyStar)
IsSimpleDeployerfacing customization & directional deploy animations (by Starkku)Ammo-based deploy customizations for vehicles expanded to non-IsSimpleDeployer deploy functions (by Starkku)
Randomized anims for several behaviors (by Ollerus)
Shield respawn animation and weapon (by Ollerus)
Vanilla fixes:
Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
Buildings with foundation bigger than 1x1 can now recycle spawned correctly (by TaranDahl)
Fixed an issue that
MovementZone=AmphibiousDestroyerandMovementZone=AmphibiousCrushertechnos being unable to enter on water structures (by CrimRecya)Fixed an issue that laser, electric bolt and rad beam not support
Inviso=trueprojectiles withFlakScatter=trueto scatter (by CrimRecya)Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues (by NetsuNegi)
Fixed the bug that buildings will always be tinted as airstrike owner (by NetsuNegi)
Fixed an issue where computer players did not search for new enemies after defeating them or forming alliances with them (by FlyStar)
Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi)
Projectiles with
Vertical=truenow drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)When
Speed=0or the TechnoTypes cell cannot move due toMovementRestrictedTo, vehicles cannot attack targets beyond the weapon’s range.Area GuardandHuntmissions will also become ineffective (by FlyStar)Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno’s section exists in the map file (by CrimRecya)
IsSimpleDeployerBalloonHover=trueunits withDeployToLand=falseare no longer forced to land when hovering (by Starkku)If
DeployingAnimwithShadow=trueis played for unit currently in air its shadow will now be drawn on ground (by Starkku)DeployingAnimnow supports bothNormalized=trueandReverse=true(by Starkku)DeployingAnimusing unit drawer now also tint accordingly with the unit (by Starkku)Jumpjets in air now can correctly spawn missiles (by TaranDahl)
Phobos fixes:
Fixed the bug that
AllowAirstrike=nocannot completely prevent air strikes from being launched against it (by NetsuNegi)Fixed an issue that
FireAnglewas not taken into account when drawing barrel inTurretShadow(by CrimRecya)Fixed a bug that sometimes caused weapon/warhead detonations from features such as
ExtraWarheads, animation damage orCrit.Warheadto unintentionally move from its intended position (by Starkku)Fixed the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads (by NetsuNegi)
Fixed an issue that units’
LaserTrailswill always lags behind by one frame (by CrimRecya)Fixed customized
WarpAwayanim’s wrong definition (by Ollerus)
Fixes / interactions with other extensions:
Convert.Deploydisplays ‘NoDeploy’ cursor if the new type is not allowed to move to the cell due toSpeedTypeetc. (by Starkku)Allowed
AuxBuildingand Ares’SW.Aux/NegBuildingsto count building upgrades (by Ollerus)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)
0.4
Click to show
New:
Crit.AffectsHousesfor critical hit system (by Starkku)Warhead or weapon detonation at superweapon target cell (by Starkku)
Super Weapons launching other Super Weapons (by Morton)
Launching Super Weapons on building infiltration (by Morton)
Building airstrike target eligibility customization (by Starkku)
IvanBomb detonation & image display centered on buildings (by Starkku)
Forcing specific weapon against cloaked or disguised targets (by Starkku)
Customizable ROF random delay (by Starkku)
Animation with
Tiled=yesnow supportsCustomPalette(by ststl)Toggleable
DieSoundwhen grinding (by Trsdy)Shields can inherit Techno ArmorType (by Starkku)
Income money flying-string display when harvesters or slaves are docking to refineries or when spies steal credits (by Trsdy)
Allow random crates to be generated only on lands (by Trsdy)
Iron-curtain effects on infantries and organic units (by ststl)
Custom
SlavesFreeSound(by TwinkleStar)Allows jumpjet to crash without rotation (by TwinkleStar)
Customizable priority of superweapons timer sorting(by ststl)
Customizable aircraft spawner spawn delay (by Starkku)
Customizable
Clusterscatter distance (by Starkku)Customizable
FlakScatterdistance (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)
AnimListon zero damage Warheads toggle viaAnimList.ShowOnZeroDamage(by Starkku)Including INI files and inheriting INI sections (by Morton)
Additions to automatic passenger deletion (by Starkku)
Buildings considered as vehicles (by Starkku)
TechnoType target evaluation map zone check behaviour customization (by Starkku)
CanC4=falsebuilding zero damage toggle (by Starkku)OpenTopped transport target sharing customization (by Starkku)
Vanish animation for
AutoDeath.Behavior=vanish(by Starkku)AAOnlyfor projectiles (by Starkku)CreateUnitimprovements & 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
ZShapePointMoveto apply during buildup viaZShapePointMove.OnBuildup(by Starkku)UndeploysIntobuilding selling buildup sequence length customization (by Starkku)Allow overriding
Shield.AffectTypesfor 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)
AltPalettelighting 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)Existcan optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku)Wall overlay
Palettesupport (by Starkku)Show designator & inhibitor range (by Morton)
Owner-only sound on unit creation (by Fryone)
Allow using
Secondaryweapon against walls ifPrimarycannot 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/UnitsGainSelfHealforMultiplayPassive=truehouses (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
VersesandPercentAtMaxfor negative damage (by Starkku)In addition to
PlacementGrid.Translucency, allow to set the transparency of the grid whenPlacementPreviewis enabled, using thePlacementGrid.TranslucencyWithPreviewtag (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)
AmbientDamagewarhead & 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.Weaponrequire 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/Specialkeys (by Starkku)Toggle for
Explodes=trueBuildingTypes 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] -> FreeMCVwith 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
ROTandStrafing.Shotsvalues beyond 5 (by Trsdy)Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku)
Allow
CloakVisible=truelaser 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)Listanimations 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
604-605for 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)RemoveDisguisenow 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)
ZAdjustfor 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
MultipleFactorybonus 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
PowerSurplussetting for AI (by Starkku)FireOnceinfantry 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&Splitslogic 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/Flamerfire 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
Speedsetting now accepts floating point values (by Starkku)Strafingis now disabled by default when usingTrajectory(by CrimRecya)Skip target scanning function calling for unarmed technos (by TaranDahl & solar-III)
Vanilla fixes:
Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy)
Allow usage of
AlternateFLH%dof vehicles inOpenToppedtransport. (by Trsdy)Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar’s work)
Teams spawned by trigger action 7,80,107 can use IFV and
OpenToppedlogic 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
NaturalParticleSystemdisplaying from in-map pre-placed structures (by Trsdy)Made sure that
Suicide=yesweapon 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=1not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku)Fixed
NavalTargeting=6not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku)Fixed
NavalTargeting=7and/orLandTargeting=2resulting in still targeting TerrainTypes (trees etc.) on land withPrimaryweapon (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_StructureSoldfor buildings withUndeploysInto(by Trsdy)Allow MCV to redeploy in campaigns (by Trsdy)
Allow buildings with
UndeploysIntoto be sold ifUnsellable=nobutConstructionYard=no(by Trsdy)Fixed infantry without
C4=truebeing killed in water if paradropped, chronoshifted etc. even if they can normally enter water (by Starkku)Fixed
WaterBound=truebuildings withUndeploysIntonot correctly setting the location for the vehicle to move into when undeployed (by Starkku)Allow more than 5
AlternateFLHentries for units (by ststl)Buildings with
CanC4=falsewill no longer take 1 point of positive damage if hit by negative damage (by Starkku)Buildings with primary weapon that has
AG=falseprojectile now have attack cursor when selected (by Starkku)Transports with
OpenTopped=trueand weapon that hasBurstabove 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] -> WarpInas 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
SuperAnimThreeat beginning of match if pre-placed on the map (by Starkku)AI players can now build
Naval=trueandNaval=falsevehicles 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
Paletteset 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
AltPaletteare now remapped to their owner’s color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku)Fixed
DeployToFirenot considering building placement rules forDeploysIntobuildings and as a result not working properly withWaterBoundbuildings (by Starkku)Fixed
DeployToFirenot recalculating firer’s position on land if it cannot currently deploy (by Starkku)Arcing=trueprojectile elevation inaccuracy can now be fixed by settingArcing.AllowElevationInaccuracy=false(by Starkku)Fixed position and layer of info tip and reveal production cameo on selected building (by Belonit)
Fixed
TurretOffsetto be supported for SHP vehicles (by TwinkleStar)Powered/PoweredSpecialbuildings’ 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
AmbientDamagewhen used withIsRailgun=yesbeing 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] -> PoseDiras the default setting and do not always land facing north or in case of pre-placed buildings, the building’s direction (by Starkku)Spawned aircraft now align with the spawner’s facing when landing (by Starkku)
Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy)
Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)
Fixed a desync potentially caused by displaying of cursor over selected
DeploysIntounits (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=falseweapons can now cloak while targeting & reloading (by Starkku)Units with
Sensors=truewill 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=trueProjectile 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
PowerUpNanimation settings corresponding to the upgrade’sPowersUpToLevelwhere possible (by Starkku)Subterranean units are no longer allowed to perform deploy functions like firing weapons or
IsSimpleDeployerwhile burrowed or burrowing, they will instead emerge first like they do for transport unloading (by Starkku)Fixed
Temporal=trueWarheads potentially crashing game if used to attackSlaved=trueinfantry (by Starkku)Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi)
Animations with
MakeInfantryandUseNormalLight=falsethat 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=9warheads to in-air infantries (by Trsdy)Projectiles created from
AirburstWeaponnow remember their WeaponType and can apply radiation etc. (by Starkku)Fixed damaged aircraft not repairing on
UnitReload=truedocks unless they land on the dock first (by Starkku)Certain global tileset indices (
ShorePieces,WaterSet,CliffSet,WaterCliffs,WaterBridge,BridgeSetandWoodBridgeSet) can now be toggled to be parsed for lunar theater (by Starkku)Fixed infantry
SecondaryFire/SecondaryPronesequences being displayed in water instead ofWetAttack(by Starkku)Fixed objects with ally target and
AttackFriendlies=truehaving 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
Stopcommand 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
MovementZoneandSpeedTypewhen 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)
FreeUnituses its ownSpeedTypeto determine where to spawn (by NetsuNegi)Fixed the bug where naval ships set to
AllowedToStartInMultiplayer=yesmay 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=truewave drawing to crash the game if the wave traveled over a certain distance (by Starkku)Fixed
Hospital=yesbuilding 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
FireAnglewould 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)
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,EnterGrinderSoundon technotype does not used (by NetsuNegi)Fixed the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yeswarhead (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=yeswarhead (by NetsuNegi)Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with
WaterBoundon 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
PassengersandSizeLimitwhen entering buildings (by NetsuNegi)Fixed
VoiceDeploynot played, when deployed through hot-key/command bar (by Fryone)Fixed the bug that ships can travel on elevated bridges (by NetsuNegi)
Fixed the bug that uncontrolled scatter when elite techno attacked by aircraft or some unit try crush it (by NetsuNegi)
Second weapon with
ElectricAssault=yeswill not unconditionally attack your building withOverpowerable=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
DamageSelfandAllowDamageOnSelfare ineffective on airforce (by NetsuNegi)Fixed an issue of incorrect position of
TrailerAniminVoxelAnim(by CrimRecya)Fixed the bug that
OpenToppedWarpDistanceis calculated incorrectly for building target (by TaranDahl)Fixed an issue that
MovementZone=Flyharvesters 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
Spawnedaircraft will fly towards the edge of the map when itsSpawneris 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=yesis 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=yeswarhead (by NetsuNegi)Fixed the bug that
IsLocomotor=yeswarhead 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
LaunchSWor building infiltration (by Trsdy)Add
ImmuneToCritfor shields (by Trsdy)Reimplemented the bugfix for jumpjet units’ facing when firing, discard the inappropriate
JumpjetTurnToTargettag (by Trsdy)Gunner=truetransports now correctly change turret if a passenger is removed byPassengerDeletion(by Starkku)PassengerDeletion.Soylentnow correctly calculates refund value if removed passenger has no explicitly setSoylentvalue (by Starkku)Superweapon
Detonate.Weapon&Detonate.Warheadnow use the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku)CreateUnitnow uses civilian house as owner instead if the intended owner house has been defeated (this is in-line with howMakeInfantryworks) (by Starkku)IsHouseColorlaser trails on techno now correctly change color when it changes owner (by Trsdy)Fixed
Layer.UseObjectLayer=trueto work correctly for all cases where object changes layer (by Starkku)Fixed
DetonateOnAllMapObjects.RequireVersesnot 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=truevehicles not correctly using the first passenger’s mode with multiple passengers inside (by Starkku)Used
MindControl.Animfor buildings deployed from mind-controlled vehicles (by Trsdy)Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
Fixed
Interceptornot resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku)Fixed
PlacementPreviewsetting for BuildingTypes not being parsed from INI (by Starkku)Fixed Phobos animation additions that support
CreateUnit.Ownernot also checkingMakeInfantryOwner(by Starkku)Fixed
AutoDeathto consider all conditions for objects in limbo (by Starkku)Shields will no longer take damage if the parent techno has
Immune=trueor hasTypeImmune=trueand 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
LimboDeliverybuildings not being saved correctly in savegames (by Starkku)Fixed a typo in weapon selector code causing issues with
NoAmmoWeaponand related checks (by Starkku)Fixed
DetonateOnAllMapObjectsbehaving 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=trueinterceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)Fixed
AutoDeathcausing crashes when used to kill a parasite unit inside an another unit (by Starkku)Phobos Warhead effects combined with
CellSpreadnow correctly apply to buildings if any of the foundation cells are hit (by Starkku)Phobos Warhead effects on zero-
CellSpreadWarheads 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.Amountnot 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_DESCinstead ofTXT_FRAME_BY_FRAME_DESC. (by DeathFishAtEase)Buildings considered vehicles (
ConsideredVehicle=trueor not set in conjunction withUndeploysInto& 1x1 foundation) are now considered units by affected target enum checks (by Starkku)Fixed Phobos Warhead effects not reliably being applied on damage area as opposed to full weapon-based Warhead detonation (by Starkku)
Fixed
LimboKillnot working reliably (by CrimRecya)Fixed
SelfHealGainType=nonenot working (changed tonoheal) (by Starkku)Fixed AircraftTypes gaining self-healing from
UnitsGainSelfHealby default (while not displaying the pip) when they should not (by Starkku)Fixed
LaunchSW.IgnoreInhibitorsandSW.Next.IgnoreInhibitorsoverriding correspondingIgnoreDesignatorsandIgnoreInhibitorssettings (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.DeployUnlockMaximumAmountbehavior inside tank bunkers (by Fryone)Fixed
Ammo.AddOnDeploybehavior inside tank bunkers for non-converters (by Fryone)Fixed an issue that caused new attack and move script actions to pick buildings with
InvisibleInGame=yesas targets (by FS-21)Fixed
Insignia.Weaponfailing to parse in map (by Ollerus)Fixed
AltNextScenarionot taking effect (by FlyStar)Fixed
DefaultDisguiseshowing wrong house colors for different players (by NetsuNegi & Ollerus)600 The shield of the attached object is brokenbug fix for the triggered event (by FlyStar)
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
Floaterand Phobos-addedGravitysetting (by Starkku)IsSimpleDeployerunits with Hover locomotor andDeployToLandno 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
Locomotorwas converted while the delay was active (by Starkku)All forms of type conversion (including Ares’) now correctly update
MoveSoundif a moving unit has their type changed (by Starkku)All forms of type conversion (including Ares’) now correctly update
OpenToppedstate of passengers in transport that is converted (by Starkku)Infantry type conversion from
Deployer=yestononow correctly update the sequence anim (by Trsdy)Fixed an issue introduced by Ares that caused building
ActiveAnimto be incorrectly restored whileSpecialAnimwas playing and the building was sold, erased or destroyed (by Starkku & Trsdy)Appended Ares’
SW.Shotsusage 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
TagsandTaskForces(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.Deploytriggers 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:
AutoDeathsupport for objects in limbo (by Trsdy)Buildings sold by
AutoDeathno 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
MindClearedSoundwhen deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)Fixed
RadSiteWarhead.Detonatenot detonating precisely on the affected object (thus requiringCellSpread) (by Starkku)Fixed script action 10103 ‘Load Into Transports’ unintentionally skipping next action (by FS-21)
Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
Animation
WeaponwithDamage.DealtByInvoker=truenow 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
LimboDeliveryin campaigns (by Starkku)Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
Fixed
CanTargetnot 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
IsAnimatedterrain not updating correctly in all circumstances (by Starkku)Fixed
CreateUnitinteraction with bridges (spawning under when shouldn’t etc) (by Starkku)CanTargetnow considers bridges as land like game’s normal weapon selection does (by Starkku)AreaFire.Targetnow 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=yesinfantry to use randomDeathanim sequence (by Otamaa)Ability for warheads to trigger specific
NotHuman=yesinfantryDeathanim 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
NSGatesorEWGates(by Uranusian)Per-warhead toggle for decloak of damaged targets (by Starkku)
DeployFireWeapon=-1now allows the deployed infantries using both weapons as undeployed (by Uranusian)Power delta (surplus) counter for sidebar (by Morton)
Added Production and Money to Dump Object Info command (by FS-21)
EnemyUIName=Now also works for other TechnoTypes (by Otamaa)DestroyAnim&DestroySoundfor TerrainTypes (by Otamaa)Weapons fired on warping in / out (by Starkku)
Storage.TiberiumIndexfor 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.Decloackedfor 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=trueunits (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
DeathWeaponnot detonating properly (by Uranusian)Fixed lasers & other effects drawing from wrong offset with weapons that use
Burst(by Starkku)Fixed buildings with
Naval=yesignoringWaterBound=noto 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)afterMaplead to the game fail to draw the preview (by secsome)Fixed the bug that GameModeOptions are not correctly saved (by secsome)
Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian)
Fixed AI Aircraft docks bug when Ares tag
[GlobalControls] -> AllowParallelAIQueues=nois set (by FS-21)Fixed the bug when occupied building’s
MuzzleFlashXis drawn on the center of the building whenXgoes past 10 (by Otamaa)Fixed jumpjet units that are
Crashablenot crashing to ground properly if destroyed while being pulled by aLocomotorwarhead (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
Brightsetting on weapon (by Starkku)Fixed buildings not reverting to undamaged graphics when HP was restored above
[AudioVisual] -> ConditionYellowviaSelfHealing(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
DeploysIntoif there was no space to deploy at initial location (by Starkku)Fixed
Foundation=0x0causing 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=truesuffering from potential inaccuracy problems if combined withAirburst=yesor Warhead withEMEffect=true(by Starkku)Fixed the bug when
MakeInfantrylogic on BombClass resulted inNeutralside infantry (by Otamaa)Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffsetor when force-firing on bridges (by Starkku)Fixed building
TargetCoordOffsetnot 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)
Allow voxel projectiles to use
AnimPaletteandFirersPalette(by NetsuNegi)
Phobos fixes:
Fixed shields being able to take damage when the parent TechnoType was under effects of a
TemporalWarhead (by Starkku)Improved shield behavior for forced damage (by Uranusian)
Fixed
SplashListanimations 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.AffectsorImmuneToCritsettings (by Starkku)Fixed
RemoveDisguisenot working onPermaDisguiseinfantry (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=trueprojectiles 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=Straightsuffering from potential inaccuracy problems if combined withAirburst=yesor Warhead withEMEffect=true(by Starkku)Minor performance optimization related to shields (by Trsdy)
Fixed teleporting miners (Chrono Miner) considered to be idle by harvester counter, improved related game performance (by Trsdy)
Fixed negative damage weapons considering shield health when evaluating targets even if Warhead had
Shield.Penetrateset 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,BreakAnimandHitAnim) 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=yesdeploy 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
BuildLimitif Phobos is running without Ares (by Belonit)Corrected the misinterpretation in the definition of
DiskLaser.Radius(by Trsdy)Fixed GlobalVariables failed working among scenarios (by Trsdy)
Fixes / interactions with other extensions:
Weapons fired by EMPulse superweapons (Ares feature) without
EMPulse.TargetSelf=truecan 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)
Fix more random crashes for
CameoPriority(by Uranusian)Fix 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
FootClassto support AresRadImmune; also various fixes to radiation / desolators (by Otamaa)Fixed
Crit.Affectsnot 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=0stationary vehicles code (by Starkku)
0.2.1
Click to show
New:
Setting VehicleType
Speedto 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
UndeployIntoplaysEVA_NewRallypointEstablishedwhile 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.PickRandomused to randomizeAnimListwith 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)
TurretOffsetnow acceptsF,L,HandF,Lvalues instead of justFvalue (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.dllcouldn’t be registered in the system properly due to missing admin rights (by Belonit)Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)
Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again (by Uranusian)
Fixed the bug when cloaked Desolator was unable to fire his deploy weapon (by Otamaa)
Fixed the bug when
InfiniteMindControlwithDamage=1will auto-release the victim to control new one (by Uranusian)Fixed the bug that script action
Move to cellwas 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
DeployFirelogic (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
DeployToFirefix, tagDeployed.RememberTargetis deprecated, now always on (by Kerbiter)New warheads now work with Ares’
GenericWarheadsuperweapon (by Belonit)
0.1.1
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Phobos fixes:
Fixed an occasional crash when selecting units with a selection box (by Kerbiter)
0.1
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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=notag value (by Kerbiter)DeployToFirevehicles 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)