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Build 36

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@Starkku Starkku released this 15 Jul 10:56
· 461 commits to develop since this 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 36 is up!

Changes compared to build 35:

Migration info:

  • Vehicles with Crusher=true + OmniCrusher=true / MovementZone=CrusherAll were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys TiltsWhenCrushes but can be customized individually for these two scenarios using TiltsWhenCrusher.Vehicles and TiltsWhenCrusher.Overlays, which both default to TiltsWhenCrushes.
  • Level=true projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. Use SubjectToLand=true to re-enable this behaviour.

New:

  • Allow overriding Shield.AffectTypes for each Warhead shield interaction (by Starkku)
  • TechnoType conversion warhead & superweapon (by Morton)
  • Unlimited skirmish colors (by Morton)
  • Example custom locomotor that circles around the target (NOTE: For developer use only) (by Kerbiter, CCHyper, with help from Otamaa; based on earlier experiment by CnCVK)
  • Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar)
  • Crushing tilt and slowdown customization (by Starkku)
  • Extra warhead detonations on weapon (by Starkku)
  • Customizable ElectricBolt Arcs (by Fryone, Kerbiter)
  • Chrono sparkle animation display customization and improvements (by Starkku)
  • Script action to Chronoshift teams to enemy base (by Starkku)
  • Digital display of HP and SP (by ststl, FlyStar, Saigyouji, JunJacobYoung)
  • PipScale pip size & ammo pip frame customization (by Starkku)
  • Additional sync logging in case of desync errors occuring (by Starkku)

Vanilla fixes:

  • Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (by Kerbiter)
  • Suppressed the BuildingCaptured EVA events when capturing a building considered as a vehicle (by Trsdy)

Phobos fixes:

  • Power output / drain should now correctly be applied for buildings created via LimboDelivery in campaigns (by Starkku)
  • Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
  • Fixed CanTarget not considering objects on bridges when checking if cell is empty (by Starkku)
  • Fixed new Phobos script actions not picking team leader correctly based on LeadershipRating (by Starkku)
  • Fixed an issue with Gunner=true vehicles not correctly using the first passenger’s mode with multiple passengers inside (by Starkku)
  • Used MindControl.Anim for buildings deployed from mind-controlled vehicles (by Trsdy)
  • Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
  • Fixed issues with Phobos AI script actions that may have caused problems like desync errors (by Starkku)