Build 48
Pre-release
Pre-release
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.
Phobos development build 48 is up!
Changes compared to build 47:
Migration info:
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. UseCenterCoordsWhenAttachedhas been replaced by enumeration keyAttachedAnimPosition. SetAttachedAnimPosition=centerto replicate effects ofUseCenterCoordsWhenAttached=true.- 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).
Note: This was originally introduced in Build 44 but no migration notice for it was ever put up and the functionality got bugfixes in this build
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.
New features:
- Parabombs (by Starkku & TaranDahl)
- Exclusive SuperWeapon Sidebar (by NetsuNegi & CrimRecya)
- Customize the scatter caused by aircraft attack mission (by TaranDahl)
- Customizable garrison and bunker properties (by Otamaa)
- Disable DamageSound for buildings (by Otamaa)
- Power plant damage factor (by Otamaa and Ollerus)
- Customize whether Crater=yes animation would destroy tiberium (by TaranDahl)
- Weapon target filtering by health percentage (by NetsuNegi)
- Turretless vehicles with Voxel=no support use FireUp like 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=Health at 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 DebrisMinimums to 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)
- Event 606: AttachEffect is attaching to a Techno (by FS-21)
- 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=true to avoid the bug related to Accelerates=true and MovementZone=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)
- IsSimpleDeployer facing 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:
- 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) - Fixed
PowersUpToLevel=-1upgrades potentially displaying wrong animations (by Starkku) - Fixed
ForceWeapon.InRangenot working when target is not TechnoType (by CrimRecya) - Fixed parsing of
DropPodTrailerfrom INI (by Starkku) - Fixed issue with
ReturnWeaponnot always firing off correctly (by CrimRecya) - Fixed animation damage logic applying invoker/owner inconsistently between weapon & warhead (by Ollerus & Starkku)
- Fixed an edge-case issue with Phobos' selection handling code crashing with Veinholes (by Starkku)
- Fixed
AmbientDamage.Warheadnot working for waves (by Starkku) - Fixed
SkirmishUnlimitedColorsnot being checked if Phobos runs without Ares active (by Starkku) - Fixed number of
*.ApplyFirepowerMultoptions (f.ex anim damage, crit) ignoring veterancy firepower modifier (by Starkku) - Misc. code optimizations & fixes (by CrimRecya, Ollerus, NetsuNegi, Kerbiter, Uranusian & Starkku)
- Misc. documentation improvements (by DeathFishAtEase & Kerbiter)
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)- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by
FireAngle(by TaranDahl)