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Releases: Phobos-developers/Phobos

Version 0.2.1 (build 17)

13 Jul 19:00
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New changes since v0.2:

  • 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)

Version 0.2 (build 16)

09 Jul 12:08
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New changes since v0.1:

  • 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)

Build 15 (v0.2 RC3)

01 Jul 13:33
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Build 15 (v0.2 RC3) Pre-release
Pre-release

Bugfixes since build 14:

  • Fixed trigger action 98 for unlimited waypoints (by secsome)
  • Fixed wrong shield tags (ArmorType, Respawn and rate tags) behavior (by Uranusian)
  • Fixed regression in new script actions' logics introduced by code changes (by Uranusian)
  • Fixed infantry not keeping the shield on ungarrison/unload (by Uranusian)
  • Fixed log getting spammed with waypoint errors when in reality there isn't any (by Uranusian)

Build 14 (v0.2 RC2)

24 Jun 22:11
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Build 14 (v0.2 RC2) Pre-release
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New stuff since build 13:

  • Reworked and improved shields, now they don't crash under mysterious circumstances and are now a separate enumerated type, see docs (by Belonit, Uranusian)
  • Maximum waypoints amount increased from 702 to 2147483647 (by secsome)
  • Customizeable Missing Cameo file (by Uranusian)

Vanilla fixes:

  • 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 fixed double death bug without side consequences (by Uranusian)
  • Fixed some more issues with custom warheads behavior (by Belonit)

Build 13 (v0.2 release candidate)

30 Apr 12:00
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Changes compared to build 12:

  • Fixed magnetronned unit not dying when killed in air (by Uranusian)
  • Fixed IsDesolator Ares tag not working without RadLevel set to values greater than 0 (by Uranusian)
  • Fixed units causing desync when going out of mind control range (by Uranusian)
  • Added AnimList.PickRandom for usage instead of EMEffect as it's causing side issues (by secsome)

Build 12

26 Apr 11:07
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Build 12 Pre-release
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Changes compared to build 11:

  • Warhead shield breaking/penetration effects (by Starkku)
  • Crit.Affects default value fixed (by Uranusian)
  • Shield HP and Ammo additions for Dump Object info hotkey command (by FS-21)
  • ElectricBolt visuals can now be disabled per-bolt (by Otamaa)
  • Semantic locomotor aliases for modder convenience (by Belonit)
  • Reworked and fixed custom radiation logic, now uses [RadiationTypes] rules section (by Otamaa)
    • Fixed radiation site setting issues
    • Fixed vanilla bug of desolator not being able to fire his deploy weapon when cloaked
  • Ability to specify amount of shots for strafing aircraft and burst simulation (by Starkku)
  • Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku)
  • Ore spawners can now generate multiple cells of ore per animation (by Kerbiter, Belonit)
  • Customizeable Teleport/Chrono Locomotor properties per TechnoClass (by Otamaa)
  • Minimum guard range for projectile interception logic (by Erzoid)
  • Fixed some of the projectiles not being intercepted when they should (by Erzoid)
  • A slew of improvements for shield logic (by Uranusian)
    • Better support for armor- and verses-related stuff, targeting improvements
    • Feature stability improvements
    • Full support for unit-to-unit and unit-to-building conversion
    • Shielded units will now die after the short game ends properly
  • Fixed harvester counter color being wrong in case where the color mode was different from RGB565
  • Fixed vanilla issue when stuff on map could die multiple times during their death sequence (by Uranusian, Kerbiter)

Build 11

10 Apr 20:51
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Build 11 Pre-release
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This is also mostly a bugfix release. Changelog compared to build 10:

  • Actually fixed the mind control and radiation issues this time (by Uranusian, secsome)
  • Compatibility improvements on TerrainType for HAres users (by Uranusian)
  • Shields for Iron Curtained units won't absorb damage now (by Uranusian)
  • Properly rewritten DeployToFire fix, tag DeployToFire.RememberTarget is deprecated, now always on. Doesn't cause side effects like unkillable mine spawner structures anymore (by Kerbiter)
  • Ability to specify randomized ore growth stage for ore spawners (by Kerbiter)
  • ScriptType action 73 which allows all Team members wait for full ammo then take next action (by FS-21)

Build 10

06 Apr 12:15
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Build 10 Pre-release
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Changes compared to build 9:

  • Added an ability for harvester counter to change color based on percentage of active harvesters among total (by Uranusian).
  • Fixed occassional radiation crashes (by Uranusian).
  • Mind-controlled vehicles now properly work when deploying into buildings, including SW-granting buildings (by FS-21).
  • Few improvements and fixes to the shield logic (by Uranusian).

Build 9 (reuploaded)

04 Apr 15:50
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Build 9 (reuploaded) Pre-release
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Changes compared to build 8:

  • TechnoTypes can now have shields with customizable anims, health, armor, respawn and heal values etc. (by Uranusian, secsome)
  • Multiple mind controllers can now release units on overload (by Uranusian, secsome)
  • Ore drills now have customizable ore type to generate and radius in which the ore will be generated (by Kerbiter)
  • Interceptors now intercept all enemy projectiles instead of projectiles targetted at friednly units (by Kerbiter)
  • Customizable harvester active/total counter next to credits counter (by Uranusian)
  • A hotkey to select next idle harvester (by Kerbiter)
  • Hotkeys are now translatable via stringtables (by Uranusian)
  • Spawns can now have the same exp. level as owner techno (by Uranusian)
  • Chance-based critical damage system on warheads (by AutoGavy)
  • Fixed fatal errors when Blowfish.dll couldn't be registered in the system properly due to missing admin rights (by Belonit)
  • Map previews with zero size won't crash the game anymore (by Kerbiter, Belonit)

Internal changes:

  • Save/load code internals reworked to be more like Ares, please do pay attention to testing if save/loads still work as intended (by secsome)
  • New lower-level patching macros (by Belonit)

Font is updated to v4 for harvester counter, get it from corresponding docs section.

UPD: some bugfixes in MC stuff.

Build 8 (reupload)

22 Mar 18:08
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Build 8 (reupload) Pre-release
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Changes compared to build 7:

  • Fixed several bugs that led to Internal Errors

Attached PDB is only needed to debug using crash dumps.

UPD2: reuploaded non-nightly DLL, no other changes