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 accomodate.

Migrating

From vanilla

  • SHP debris hardcoded shadows now respect Shadow=no tag value, and due to it being the default value they wouldn’t have hardcoded shadows anymore by default. Override this by specifying Shadow=yes for SHP debris.

  • Radiation now has owner by default, which means that radiation kills will affect score and radiation field will respect Affects... entries. You can override that with rulesmd.ini->[SOMEWEAPONTYPE]->Rad.NoOwner=yes entry.

From older Phobos versions

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

For Map Editor (Final Alert 2)

In FAData.ini:

[ParamTypes]
47=Structures,28
53=Play BuildUp,10

[ActionsRA2]
125=Build at...,-10,47,53,0,0,0,1,0,0,[LONG DESC]

[ScriptsRA2]   ; NEEDS FA2EXT.DLL (by AlexB) or FA2SP.DLL (by secsome)
71=Timed Area Guard,4,0,1,[LONG DESC]         ; FA2Ext.dll only
71=Timed Area Guard,20,0,1,[LONG DESC]        ; FA2sp.dll only
72=Load Onto Transports,0,0,1,[LONG DESC]
73=Wait until ammo is full,0,0,1,[LONG DESC]

Changelog

0.3

New:

  • LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)

  • Anim-to-Unit logic and ability to randomize DestroyAnim (by Otamaa)

  • Initial Strength for TechnoTypes (by Uranusian)

  • Re-enable obsolete JumpjetControls for TechnoTypes’ default Jumpjet properties (by Uranusian)

  • Weapon targeting filter (by Uranusian)

  • Burst-specific FLHs for TechnoTypes (by Starkku)

  • Burst delays for weapons (by Starkku)

  • PowerPlant Enhancer (by secsome)

  • Unlimited Global / Local Variables (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)

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)

Phobos fixes:

  • TBA

0.2.2.2

Phobos fixes:

  • Fixed shield type info not saving properly (by Uranusian)

  • Fixed extended building upgrades logic not properly interacting with Ares’ BuildLimit check (by Uranusian)

  • Fix more random crashes for Cameo Priority (by Uranusian)

  • Fix aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku)

0.2.2.1

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

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

Phobos fixes:

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

0.2.1

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

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)

  • Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)

  • Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again (by Uranusian)

  • Fixed the bug when cloaked Desolator was unable to fire his deploy weapon (by Otamaa)

  • Fixed the bug when InfiniteMindControl 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

  • Fixed an occasional crash when selecting units with a selection box

0.1

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)