One vision, one purpose! Phobos Build 48 has been released by Starkku moments ago. For your information, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. The changes from Phobos Build 48 were announced with the following words:
You can find more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download the latest version of Phobos Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!
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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:
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
New features:
Vanilla fixes:
Phobos fixes:
Fixes / interactions with other extensions:
Phobos development build 48 is up!
Changes compared to build 47:
Migration info:
- IsSimpleDeployer units now obey deploying facing constraint even without deploying animation. To disable this, set DeployDir (defaults to [AudioVisual] -> DeployDir) to -1.
- Vertical=true projectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image has Voxel=true or not. This behavior can be reverted by setting VerticalInitialFacing=false on projectile in rulesmd.ini.
- Vertical=true projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set Vertical.AircraftFix=false on the projectile.
- Weapons with Airstrike=true on Warhead will now check target eligibility for airstrikes regardless of weapon slot. Use AirstrikeTargets=all on Primary airstrike weapon Warhead to restore previous behaviour.
- UseCenterCoordsWhenAttached has been replaced by enumeration key AttachedAnimPosition. Set AttachedAnimPosition=center to replicate effects of UseCenterCoordsWhenAttached=true.
- Units' LaserTrails will 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
- PowerUpNAnim is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting PowerUpNDamagedAnim explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add. PowersUpToLevel=-1 upgrades still do not work correctly PowerUpNAnim and 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=true now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)
- When Speed=0 or the TechnoTypes cell cannot move due to MovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range. Area Guard and Hunt missions 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)
- IsSimpleDeployer BalloonHover=true units with DeployToLand=false are no longer forced to land when hovering (by Starkku)
- If DeployingAnim with Shadow=true is played for unit currently in air its shadow will now be drawn on ground (by Starkku)
- DeployingAnim now supports both Normalized=true and Reverse=true (by Starkku)
- DeployingAnim using 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=no cannot completely prevent air strikes from being launched against it (by NetsuNegi)
- Fixed an issue that FireAngle was not taken into account when drawing barrel in TurretShadow (by CrimRecya)
- Fixed a bug that sometimes caused weapon/warhead detonations from features such as ExtraWarheads, animation damage or Crit.Warhead to 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' LaserTrails will always lags behind by one frame (by CrimRecya)
- Fixed customized WarpAway anim's wrong definition (by Ollerus)
- Fixed PowersUpToLevel=-1 upgrades potentially displaying wrong animations (by Starkku)
- Fixed ForceWeapon.InRange not working when target is not TechnoType (by CrimRecya)
- Fixed parsing of DropPodTrailer from INI (by Starkku)
- Fixed issue with ReturnWeapon not 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.Warhead not working for waves (by Starkku)
- Fixed SkirmishUnlimitedColors not being checked if Phobos runs without Ares active (by Starkku)
- Fixed number of *.ApplyFirepowerMult options (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.Deploy displays 'NoDeploy' cursor if the new type is not allowed to move to the cell due to SpeedType etc. (by Starkku)
- Fixed an issue that Ares' Type Conversion not resetting barrel's direction by FireAngle (by TaranDahl)
You can find more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download the latest version of Phobos Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!