Version 0.3.0.1 of Phobos is now here. Documentation for this version can be found at: https://phobos.readthedocs.io/en/v0.3.0.1
This release only contains fixes to Phobos features from 0.3 or before as well as additional sync logging, and is still compatible with Windows XP like 0.3 and unlike the newer development builds.
Changes compared to version 0.3:
New:
- Additional sync logging in case of desync errors occuring (by Starkku)
Phobos fixes:
AutoDeath
support for objects in limbo (by Trsdy)- Buildings sold by
AutoDeath
no longer play a click sound effect (by Trsdy) - Fixed shield animation being hidden while underground or in tunnels fix not working correctly (by Starkku)
- Restore the
MindClearedSound
when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy) - Fixed
RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiringCellSpread
) (by Starkku) - Fixed script action 10103 'Load Into Transports' unintentionally skipping next action (by FS-21)
- Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
- Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
- Animation
Weapon
withDamage.DealtByInvoker=true
now uses the invoker's house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku) - Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
- Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
- Fixed floating point value parsing precision to match the game (by Starkku)
- 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 vehicle deploy weapons not working if the unit is cloaked and weapon has
DecloakToFire=true
(by NetsuNegi & Starkku) - Fixed
IsAnimated
terrain not updating correctly in all circumstances (by Starkku) - Fixed
CreateUnit
interaction with bridges (spawning under when shouldn't etc) (by Starkku) CanTarget
now considers bridges as land like game's normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer's elevation (by Starkku)