Build 37
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.
Known issues
- There is at least one cause of desynchronization error occuring in multiplayer games that is yet to be solved but is under investigation.
- Loading a save game made when map had at least one active radiation site might crash the game, possibly without an error message or log.
Phobos development build 37 is up!
Changes compared to build 36:
New:
- Additional pipscale customizations (spawns, tiberium) (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)
- Players can now be given ownership of preplaced buildings in Skirmish and Multiplayer in maps using houses of the format <Player @ X> where X goes from A to H for spawn positions 1-8 (by ZivDero)
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
- 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)
Vanilla fixes:
- 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)EMPulseCannon=yesbuilding weapons now respectFloaterand Phobos-addedGravitysetting (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)
Phobos fixes:
- 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)- Fixed shield health bar having different horizontal offset from regular health bar (by 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 building ammo pip offset being wrong (by Starkku)
- Fixed additional sync logging not disabling correctly in singleplayer games (by Starkku)
- Fixed a regression causing
Crit.Warheadto not have an explicit target for detonation (by Starkku) - Digital display should no longer draw on top of the bottom command bar (by Starkku)