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Copy file name to clipboardExpand all lines: docs/Whats-New.md
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@@ -23,15 +23,64 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]
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- The obsolete `[General] -> WarpIn` has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as `[General] -> WarpOut`.
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- 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`.
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### From older Phobos versions
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##Breaking changes
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#### From 0.4
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This serves as a changelog for when you just need to drop the new version in without reading into every version you're skipping, so you can simply read up on this log of breaking changes and apply whatever you might need to apply.
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### Version TBD
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-`[TechnoType] -> WarpAway=` has now been changed to set the animation when units are erased to maintain semantic consistency with `[General] -> WarpAway=`. The animation that was originally controlled by `[TechnoType] -> WarpAway=`, which played instead of `[General] -> WarpOut=` when a Techno is chronowarped by chronosphere, now needs to be specified using `[TechnoType] -> Chronoshift.WarpOut=`, which defaults to the value of `[TechnoType] -> WarpOut=`.
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-`UseCenterCoordsIfAttached` has been replaced by enumeration key `AttachedAnimPosition`. Set `AttachedAnimPosition=center` to replicate effects of `UseCenterCoordsIfAttached=true`.
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- Units' `LaserTrails` will no longer lag behind by one frame, so it needs to be repositioned if the position was corrected to account for the bug.
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-`DeployingAnim.AllowAnyDirection` has been superceded by `DeployDir`. Use value of -1 to re-enable the no facing restriction.
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- The following tags were renamed for consistency:
- Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead `Verses` to affect target to apply unless `EffectsRequireVerses` is set to false. Shield armor type is used if target has an active shield that cannot be penetrated by the Warhead.
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-`Trajectory=Straight` projectiles can now snap on targets within 0.5 cells from their detonation point, this distance can be customized via `Trajectory.Straight.TargetSnapDistance`.
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-`LaunchSW.RealLaunch=false` now checks if firing house has enough credits to satisfy SW's `Money.Amount` in order to be fired.
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-`CreateUnit` now creates the units by default at animation's height (even if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at ground level. This behaviour can be restored by setting `CreateUnit.AlwaysSpawnOnGround` to true.
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- Phobos-introduced attack scripts now consider potential target's current map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-Logics.md#customizable-target-evaluation-map-zone-check-behaviour) can be used to customize this behaviour.
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-`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect whether or not building is considered as vehicle for AI attack scripts. Use [ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-vehicles) instead on buildings that do not have both `UndeploysInto` set and `Foundation=1x1`.
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-`PassengerDeletion.SoylentFriendlies` has been replaced by `PassengerDeletion.SoylentAllowedHouses`. Current default value of `PassengerDeletion.SoylentAllowedHouses=enemies` matches the previous default behaviour with `PassengerDeletion.SoylentFriendlies=false`.
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-`Grinding.DisplayRefund` is changed to `DisplayIncome`, `Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, `Grinding.DisplayRefund.Offset` is changed to `DisplayIncome.Offset`.
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-`[JumpjetControls] -> AllowLayerDeviation` and `JumpjetAllowLayerDeviation` have been deprecated as the animation layering issues have been properly fixed by default now.
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-`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to targets as other units do.
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- Buildings delivered by trigger action 125 will now **always** play buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated.
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-`Shadow` for debris & meteor animations is changed to `ExtraShadow`.
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#### From post-0.3 devbuilds
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#### Changes compared to inter-version builds / pre-releases
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```{dropdown} Click to show
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- Ivan bombs no longer automatically center on building when attached. Set `[CombatDamage] -> IvanBombAttachToCenter` to true to restore this behaviour. Due to technical constraints this cannot be customized per WeaponType.
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- `AlternateFLH` no longer affects vehicle passengers by default. To re-enable it, set `AlternateFLH.ApplyVehicle=true` on the transport unit.
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- Parsing priority of `ShowBriefing` and `BriefingTheme` between map file and `missionmd.ini` has been switched (from latter taking priority over former to vice-versa) due to technical limitations and compatibility issues with spawner DLL.
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- `AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage` to make it more clear it applies to both `AnimList` and splash animations.
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- INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags `-Include` and `-Inheritance`.
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- `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.
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- 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).
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```
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#### From 0.3
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### 0.3
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-`DeployingAnim.AllowAnyDirection` has been superceded by `DeployDir`. Use value of -1 to re-enable the no facing restriction.
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- Phobos-introduced Warhead effects like shield modifiers, critical hits, disguise & mind control removal now require Warhead `Verses` to affect target to apply unless `EffectsRequireVerses` is set to false. Shield armor type is used if target has an active shield that cannot be penetrated by the Warhead.
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-`Trajectory=Straight` projectiles can now snap on targets within 0.5 cells from their detonation point, this distance can be customized via `Trajectory.Straight.TargetSnapDistance`.
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-`LaunchSW.RealLaunch=false` now checks if firing house has enough credits to satisfy SW's `Money.Amount` in order to be fired.
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-`CreateUnit` now creates the units by default at animation's height (even if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at ground level. This behaviour can be restored by setting `CreateUnit.AlwaysSpawnOnGround` to true.
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- Phobos-introduced attack scripts now consider potential target's current map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-Logics.md#customizable-target-evaluation-map-zone-check-behaviour) can be used to customize this behaviour.
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-`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect whether or not building is considered as vehicle for AI attack scripts. Use [ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-vehicles) instead on buildings that do not have both `UndeploysInto` set and `Foundation=1x1`.
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-`PassengerDeletion.SoylentFriendlies` has been replaced by `PassengerDeletion.SoylentAllowedHouses`. Current default value of `PassengerDeletion.SoylentAllowedHouses=enemies` matches the previous default behaviour with `PassengerDeletion.SoylentFriendlies=false`.
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-`Grinding.DisplayRefund` is changed to `DisplayIncome`, `Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, `Grinding.DisplayRefund.Offset` is changed to `DisplayIncome.Offset`.
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-`[JumpjetControls] -> AllowLayerDeviation` and `JumpjetAllowLayerDeviation` have been deprecated as the animation layering issues have been properly fixed by default now.
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-`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to targets as other units do.
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- Buildings delivered by trigger action 125 will now **always** play buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated.
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-`Shadow` for debris & meteor animations is changed to `ExtraShadow`.
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- Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini -> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate` and `Shield.Break`, respectively.
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-`Rad.NoOwner` on weapons is deprecated. This has been replaced by `RadHasOwner` key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.
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-`RadApplicationDelay` and `RadApplicationDelay.Building` on custom radiation types are now only used if `[Radiation] -> UseGlobalRadApplicationDelay` is explicitly set to false, otherwise values from `[Radiation]` are used.
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- Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
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#### From pre-0.3 devbuilds
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#### Changes compared to inter-version builds / pre-releases
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```{dropdown} Click to show
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- `Trajectory.Speed` is now defined on projectile instead of weapon.
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- `Gravity=0` is not supported anymore as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. Use `Straight` Trajectory instead. See [here](New-or-Enhanced-Logics.md#straight-trajectory).
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- Automatic self-destruction logic logic has been reimplemented, `Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been remade/renamed and require adjustments to function.
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- [Placement Preview](User-Interface.md#placement-preview) logic has been adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, `BuildingPlacementGrid.TranslucentLevel`, `PlacementPreview.Show`, `PlacementPreview.TranslucentLevel` and `ShowBuildingPlacementPreview` tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying `[AudioVisual] -> PlacementPreview=yes`.
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- Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
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- `DiskLaser.Radius` values were misinterpreted by a factor of 1/2π. The default radius is now 240, please multiply your customized radii by 2π.
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```
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#### From 0.2.2.2
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- Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini -> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate` and `Shield.Break`, respectively.
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-`Rad.NoOwner` on weapons is deprecated. This has been replaced by `RadHasOwner` key on radiation types itself. It also defaults to no, so radiation once again has no owner house by default.
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-`RadApplicationDelay` and `RadApplicationDelay.Building` on custom radiation types are now only used if `[Radiation] -> UseGlobalRadApplicationDelay` is explicitly set to false, otherwise values from `[Radiation]` are used.
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- Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
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#### From 0.1.1
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### 0.2
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- Key `rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` is deprecated and can be removed now, the bugfix for `DeployToFire` deployers is now always on.
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### Changed tags<!-- This is only a temporary solution; what method to use afterwards has not been determined yet. -->
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- To standardize tag names for similar functions, prevent typos, or avoid misunderstandings, replace them with new tag names.
- You can use the [*MigrationUtility*](https://github.com/Phobos-developers/PhobosSupplementaries/tree/develop/MigrationUtility) in the PhobosSupplementaries repository to conveniently complete these migrations.
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```
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```{note}
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- If it is detected that you are using the old INI flags, a warning log will be output to `debug.log`.
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- The old INI flags will still take effect, but if there are corresponding new version flags at the same time, the new version will take precedence.
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```
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### New user settings in RA2MD.INI
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## New user settings in RA2MD.INI
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- These are new user setting keys added by various features in Phobos. Most of them can be found in either in [user inteface](User-Interface.md) or [miscellaneous](Miscellanous.md) sections. Search functionality can be used to find them quickly if needed.
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