Build 35
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 35 is up!
Changes compared to build 34:
Migration info:
- INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags
-Includeand-Inheritance. - A previous change that made
AG=noprojectiles unable to fire against ground targets has been reverted. Use new keyAAOnlyto enable anti-air only mode in conjunction withAA=yes. 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.- 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 asWarpOut.
New:
AAOnlyfor projectiles (by Starkku)CreateUnitimprovements & additions (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)
Vanilla fixes:
- 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)
Phobos fixes:
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 floating point value parsing precision to match the game (by Starkku)
- Fixed
DetonateOnAllMapObjects.RequireVersesnot considering shield armor types (by Starkku) - Restored wake animation for debris animations and added
WakeAnimfor customization (by Starkku) - Fixed new AI attack scripts requiring non-zero damage instead of simply being able to target to be able to pick targets (by Starkku)
- Fixed a crash caused by incorrect values for
TilesInSetbeing parsed from theater INIs (by Starkku) - Buildings sold by
AutoDeathno longer play a click sound effect (by Trsdy)
Fixes / interactions with other extensions:
- Fixed an issue introduced by Ares that caused
Grinding=truebuildingActiveAnimto be incorrectly restored whileSpecialAnimwas playing and the building was sold, erased or destroyed (by Starkku)