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.



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

  • 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.

  • 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 [SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no.

From older Phobos versions

From pre-0.3 devbuilds

  • Trajectory.Speed is now defined on projectile instead of weapon.

  • Gravity=0 is not supported anymore as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. Use Straight Trajectory instead. See here.

  • Automatic self-destruction logic logic has been reimplemented, Death.NoAmmo, Death.Countdown and Death.Peaceful tags have been remade/renamed and require adjustments to function.

  • Script actions 125 and 126 (timed jump) now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accomodate to this change.


  • Keys rulesmd.ini->[SOMEWARHEAD]->PenetratesShield and rulesmd.ini->[SOMEWARHEAD]->BreaksShield have been changed to Shield.Penetrate and Shield.Break, respectively.

  • Rad.NoOwner on weapons is deprecated. This has been replaced by RadHasOwner key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.

  • RadApplicationDelay and RadApplicationDelay.Building on custom radiation types are now only used if [Radiation] -> UseGlobalRadApplicationDelay is explicitly set to false, otherwise values from [Radiation] are used.

From 0.1.1

  • 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)

Click to show

In FAData.ini:

53=Play BuildUp,10
54=Use GlobalVar,10
56=Variable index,0
57=Lower bound,0
58=Upper bound,0
59=Operate var is global,10
60=Operate var index,0

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

125=Build at...,-10,47,53,0,0,0,1,0,0,[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










71=Timed Area Guard,20,0,1,[LONG DESC]
72=Load Onto Transports,0,0,1,[LONG DESC]
73=Wait until ammo is full,0,0,1,[LONG DESC]
500=Local variable set,22,0,1,[LONG DESC]
501=Local variable add,22,0,1,[LONG DESC]
502=Local variable minus,22,0,1,[LONG DESC]
503=Local variable multiply,22,0,1,[LONG DESC]
504=Local variable divide,22,0,1,[LONG DESC]
505=Local variable mod,22,0,1,[LONG DESC]
506=Local variable leftshift,22,0,1,[LONG DESC]
507=Local variable rightshift,22,0,1,[LONG DESC]
508=Local variable reverse,22,0,1,[LONG DESC]
509=Local variable xor,22,0,1,[LONG DESC]
510=Local variable or,22,0,1,[LONG DESC]
511=Local variable and,22,0,1,[LONG DESC]
512=Global variable set,23,0,1,[LONG DESC]
513=Global variable add,23,0,1,[LONG DESC]
514=Global variable minus,23,0,1,[LONG DESC]
515=Global variable multiply,23,0,1,[LONG DESC]
516=Global variable divide,23,0,1,[LONG DESC]
517=Global variable mod,23,0,1,[LONG DESC]
518=Global variable leftshift,23,0,1,[LONG DESC]
519=Global variable rightshift,23,0,1,[LONG DESC]
520=Global variable reverse,23,0,1,[LONG DESC]
521=Global variable xor,23,0,1,[LONG DESC]
522=Global variable or,23,0,1,[LONG DESC]
523=Global variable and,23,0,1,[LONG DESC]
524=Local variable set by local variable,24,0,1,[LONG DESC]
525=Local variable add by local variable,24,0,1,[LONG DESC]
526=Local variable minus by local variable,24,0,1,[LONG DESC]
527=Local variable multiply by local variable,24,0,1,[LONG DESC]
528=Local variable divide by local variable,24,0,1,[LONG DESC]
529=Local variable mod by local variable,24,0,1,[LONG DESC]
530=Local variable leftshift by local variable,24,0,1,[LONG DESC]
531=Local variable rightshift by local variable,24,0,1,[LONG DESC]
532=Local variable reverse by local variable,24,0,1,[LONG DESC]
533=Local variable xor by local variable,24,0,1,[LONG DESC]
534=Local variable or by local variable,24,0,1,[LONG DESC]
535=Local variable and by local variable,24,0,1,[LONG DESC]
536=Global variable set by local variable,25,0,1,[LONG DESC]
537=Global variable add by local variable,25,0,1,[LONG DESC]
538=Global variable minus by local variable,25,0,1,[LONG DESC]
539=Global variable multiply by local variable,25,0,1,[LONG DESC]
540=Global variable divide by local variable,25,0,1,[LONG DESC]
541=Global variable mod by local variable,25,0,1,[LONG DESC]
542=Global variable leftshift by local variable,25,0,1,[LONG DESC]
543=Global variable rightshift by local variable,25,0,1,[LONG DESC]
544=Global variable reverse by local variable,25,0,1,[LONG DESC]
545=Global variable xor by local variable,25,0,1,[LONG DESC]
546=Global variable or by local variable,25,0,1,[LONG DESC]
547=Global variable and by local variable,25,0,1,[LONG DESC]
548=Local variable set by global variable,26,0,1,[LONG DESC]
549=Local variable add by global variable,26,0,1,[LONG DESC]
550=Local variable minus by global variable,26,0,1,[LONG DESC]
551=Local variable multiply by global variable,26,0,1,[LONG DESC]
552=Local variable divide by global variable,26,0,1,[LONG DESC]
553=Local variable mod by global variable,26,0,1,[LONG DESC]
554=Local variable leftshift by global variable,26,0,1,[LONG DESC]
555=Local variable rightshift by global variable,26,0,1,[LONG DESC]
556=Local variable reverse by global variable,26,0,1,[LONG DESC]
557=Local variable xor by global variable,26,0,1,[LONG DESC]
558=Local variable or by global variable,26,0,1,[LONG DESC]
559=Local variable and by global variable,26,0,1,[LONG DESC]
560=Global variable set by global variable,27,0,1,[LONG DESC]
561=Global variable add by global variable,27,0,1,[LONG DESC]
562=Global variable minus by global variable,27,0,1,[LONG DESC]
563=Global variable multiply by global variable,27,0,1,[LONG DESC]
564=Global variable divide by global variable,27,0,1,[LONG DESC]
565=Global variable mod by global variable,27,0,1,[LONG DESC]
566=Global variable leftshift by global variable,27,0,1,[LONG DESC]
567=Global variable rightshift by global variable,27,0,1,[LONG DESC]
568=Global variable reverse by global variable,27,0,1,[LONG DESC]
569=Global variable xor by global variable,27,0,1,[LONG DESC]
570=Global variable or by global variable,27,0,1,[LONG DESC]
571=Global variable and by global variable,27,0,1,[LONG DESC]

22=Local variables,-1
23=Global variables,-2
24=Local variables,-3
25=Local variables,-4
26=Global variables,-5
27=Global variables,-6



Click to show


  • 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)

  • Allow NotHuman=yes infantry to use random Death anim sequence (by Otamaa)

  • Ability for warheads to trigger specific NotHuman=yes infantry Death anim sequence (by Otamaa)

  • XDrawOffset for animations (by Morton)

  • Customizable OpenTopped properties (by Otamaa)

  • Automatic Passenger Deletion (by FS-21)

  • Script Action 74 to 81, 84 to 91 and 104 to 105 for new AI attacks (by FS-21)

  • Script Actions 82 & 83 for modifying AI Trigger Current Weight (by FS-21)

  • Script Action 92 for waiting & repeat the same new AI attack if no target was found (by FS-21)

  • Script Action 93 that modifies the Team’s Trigger Weight when ends the new attack action (by FS-21)

  • Script Action 94 for picking a random script from a list (by FS-21)

  • Script Action 95 to 102 and 106 to 109 for new AI movements towards certain objects (by FS-21)

  • Script Action 103 that Modify Target Distance in the new move actions (by FS-21)

  • Script Action 110 that Modify how ends the new move actions (by FS-21)

  • Script Action 111 that un-register Team success, is just the opposite effect of Action 49 (by FS-21)

  • Script Action 112 to regroup temporarily around the Team Leader (by FS-21)

  • Script Action 113 to Randomly Skip Next Action (by FS-21)

  • Script Action 124 to 126 for timed Script Action jumps (by FS-21)

  • ObjectInfo now shows current Target and AI Trigger data (by FS-21)

  • Shield absorption and passthrough customization (by Morton)

  • Limbo Delivery of buildings (by Morton)

  • Ore stage threshold for HideIfNoOre (by Otamaa)

  • Image reading in art rules for all TechnoTypes (by Morton)

  • Attached animation layer customization (by Starkku)

  • Jumpjet unit layer deviation customization (by Starkku)

  • IsSimpleDeployer deploy direction & animation customizations (by Starkku)

  • Customizable projectile gravity (by secsome)

  • Gates can now link with walls correctly via NSGates or EWGates (by Uranusian)

  • Per-warhead toggle for decloak of damaged targets (by Starkku)

  • DeployFireWeapon=-1 now allows the deployed infantries using both weapons as undeployed (by Uranusian)

  • Power delta (surplus) counter for sidebar (by Morton)

  • Added Production and Money to Dump Object Info command (by FS-21)

  • EnemyUIName= Now also works for other TechnoTypes (by Otamaa)

  • DestroyAnim & DestroySound for TerrainTypes (by Otamaa)

  • Weapons fired on warping in / out (by Starkku)

  • Storage.TiberiumIndex for customizing resource storage in structures (by FS-21)

  • Grinder improvements & customizations (by Starkku)

  • Attached animation position customization (by Starkku)

  • Trigger Action 505 for Firing SW at specified location (by FS-21)

  • Trigger Action 506 for Firing SW at waypoint (by FS-21)

  • New behaviors for objects’ self-destruction under certain conditions (by Trsdy & FS-21)

  • Slaves’ ownership decision when corresponding slave miner is destroyed (by Trsdy)

  • Customize buildings’ selling sound and EVA voice (by Trsdy)

  • ForceWeapon.Naval.Decloacked for overriding uncloaked underwater attack behavior (by FS-21)

  • Shrapnel enhancement (by secsome)

  • Shared Ammo for transports to passengers (by FS-21)

  • Additional critical hit logic customizations (by Starkku)

  • Laser trails for VoxelAnims (by Otamaa)

  • Local warhead screen shaking (by Starkku)

  • Feedback weapon (by Starkku)

  • TerrainType & ore minimap color customization (by Starkku)

  • Single-color weapon lasers (by Starkku)

  • Customizable projectile trajectory (by secsome)

  • Display damage numbers debug hotkey command (by Starkku)

  • Toggleable display of TransactMoney amounts (by Starkku)

  • Building-provided self-healing customization (by Starkku)

  • Building placement preview (by Otamaa)

  • 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)

  • 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)

Vanilla fixes:

  • Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN)

  • Fixed DeathWeapon not detonating properly (by Uranusian)

  • Fixed lasers & other effects drawing from wrong offset with weapons that use Burst (by Starkku)

  • Fixed buildings with Naval=yes ignoring WaterBound=no to be forced to place onto water (by Uranusian)

  • Fixed temporal weapon crash under certain conditions where stack dump starts with 0051BB7D (by secsome)

  • Fixed the bug when retinting map lighting with a map action corrupted light sources (by secsome)

  • Fixed the bug when reading a map which puts Preview(Pack) after Map lead to the game fail to draw the preview (by secsome)

  • Fixed the bug that AITriggerTypes do not recognize building upgrades (by Uranusian)

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

  • Fixed the bug when occupied building’s MuzzleFlashX is drawn on the center of the building when X goes past 10 (by Otamaa)

  • Fixed jumpjet units that are Crashable not crashing to ground properly if destroyed while being pulled by a Locomotor warhead (by Starkku)

  • Fixed aircraft & jumpjet units not being affected by speed modifiers (by Starkku)

  • Fixed vehicles (both voxel & SHP) to fully respect Palette (by Starkku)

  • Fixed mind control indicator animations not reappearing on mind controlled objects that are cloaked and then uncloaked (by Starkku)

  • Fixed Nuke carrier and payload weapons not respecting Bright setting on weapon (by Starkku)

  • Fixed buildings not reverting to undamaged graphics when HP was restored above [AudioVisual]->ConditionYellow via SelfHealing (by Starkku)

  • Fixed jumpjet units being unable to turn to the target when firing from a different direction (by Trsdy)

  • Anim owner is now set for warhead AnimList/SplashList anims and Play Anim at Waypoint trigger animations (by Starkku)

  • Fixed AI script action Deploy getting stuck with vehicles with DeploysInto if there was no space to deploy at initial location (by Starkku)

  • Fixed Foundation=0x0 causing crashes if used on TerrainTypes.

  • Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to Ares-introduced Warhead effects (by Starkku)

  • Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon (by Starkku)

  • Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc. (by Starkku)

  • Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding (only applies to Z-aware drawing mode for now) (by Apollo)

  • Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something (by Kerbiter)

Phobos fixes:

  • Fixed shields being able to take damage when the parent TechnoType was under effects of a Temporal Warhead (by Starkku)

  • Improved shield behavior for forced damage (by Uranusian)

  • Fixed SplashList animations playing when a unit is hit on a bridge over water (by Uranusian)

  • Fixed shielded objects not decloaking if shield takes damage (by Starkku)

  • Fixed critical hit animation playing even if no critical hits were dealt due to Crit.Affects or ImmuneToCrit settings (by Starkku)

  • Fixed RemoveDisguise not working on PermaDisguise infantry (by Starkku)

  • Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow falloff to match the vanilla appearance (by Starkku)

  • Fixed a potential cause of crashes concerning shield animations (such in conjunction with cloaking) (by Starkku)

  • Fixed interceptors intercepting projectiles fired by friendly objects if the said object died after firing the projectile (by Starkku)

  • Fixed interceptor weapons with Inviso=true projectiles detonating the projectile at wrong coordinates (by Starkku)

  • Fixed some possible configuration reading issues when using Phobos with patches that rename uimd.ini (by Belonit)

  • Fixed a game crash when using the Map Snapshot command (by Otamaa)

  • Fixed issue with incorrect input in edit dialog element when using IME (by Belonit)


  • Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to use latest Phobos tags (by Kerbiter)

Click to show

Phobos fixes:

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

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

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

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

Click to show

Phobos fixes:

  • Fixed random crashes about CameoPriority (by Uranusian)

  • Fixed trigger action 125 not functioning properly (by Uranusian)

  • Fixed area warhead detonation not falling back to firer house (by Otamaa)

  • RadSite hook adjustment for FootClass to support 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)


Click to show


  • Customizable producing progress “bars” like CnC:Remastered did (by Uranusian)

  • Customizable cameo sorting priority (by Uranusian)

  • Customizable harvester ore gathering animation (by secsome, Uranusian)

  • Allow making technos unable to be issued with movement order (by Uranusian)

Vanilla fixes:

  • Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)

Phobos fixes:

  • Fixed the critical damage logic not functioning properly (by Uranusian)

  • Fixed the bug when executing the stop command game crashes (by Uranusian)

Click to show

Phobos fixes:

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


Click to show


  • 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)


Click to show


  • 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)


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Phobos fixes:

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


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  • 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)